|
|
Monsters
Dark Mantle - Devourer
DARKMANTLE
Small Magical Beast Hit
Dice: 1d10+1 (6 hp) Initiative:
+4 Speed: 20 ft. (4 squares),
fly 30
ft. (poor) Armor Class: 17 (+1
size, +6
natural), touch 11, flat-footed 17 Base
Attack/Grapple: +1/+0 Attack:
Slam +5 melee (1d4+4) Full Attack:
Slam +5 melee (1d4+4) Space/Reach:
5 ft./5 ft. Special Attacks: Darkness,
improved grab, constrict
1d4+4 Special
Qualities: Blindsight 90
ft. Saves: Fort +3, Ref +2,
Will +0 Abilities: Str 16, Dex
10, Con
13, Int 2, Wis 10, Cha 10 Skills:
Hide
+10, Listen
+5*, Spot
+5* Feats: Improved
Initiative Environment:
Underground Organization:
Solitary, pair,
clutch (3–9), or swarm (6–15) Challenge
Rating: 1 Treasure: None
Alignment: Always neutral Advancement: 2–3 HD (Small) Level Adjustment: —
The darkmantle hangs from a ceiling by a muscular
“foot” at
the top of its body. It can look like a stalactite, by holding its
tentacles stiffly under itself, or like a lump of rock, spreading its
tentacles so the membrane between them covers its body. Its shell and
skin usually resemble limestone, but a darkmantle can change its color
to match almost any type of stony background.
A darkmantle is about 4 feet long from the tips of its
tentacles to the top of its head. It weighs about 30 pounds.
COMBAT
A darkmantle attacks by dropping onto its prey
and wrapping its tentacles around the opponent’s head. Once
attached,
it squeezes and tries to suffocate the foe. A darkmantle that misses
its initial attack often flies up and tries to drop on the opponent
again.
Darkness (Su): Once per day a darkmantle can cause darkness
as the darkness spell
(caster level 5th). It most often uses
this ability just before attacking.
Improved Grab (Ex): To use this ability, a darkmantle
must hit a Large or smaller creature with its slam attack. It can then
attempt to start a grapple as a free action without
provoking an attack
of opportunity. If it wins the grapple check, it attaches to the
opponent’s head and can constrict.
Constrict (Ex): A darkmantle deals 1d4+4 points of
damage with a successful grapple check.
Blindsight (Ex): A darkmantle can “see” by
emitting
high-frequency sounds, inaudible to most other creatures, that allows
it to ascertain objects and creatures within 90 feet. A silence
spell
negates this ability and effectively blinds the darkmantle.
Skills: A darkmantle has a +4 racial bonus on Listen
and Spot
checks.
These bonuses are lost if its blindsight is negated. The
creature’s variable coloration gives it a +4 racial bonus on Hide
checks.
DELVER
Huge Aberration Hit
Dice: 15d8+78 (145 hp) Initiative:
+5 Speed: 30 ft. (6 squares),
burrow
10 ft. Armor Class: 24
(–2
size, +1 Dex,
+15 natural), touch 9, flat-footed 23 Base
Attack/Grapple: +11/+27 Attack:
Slam +17 melee (1d6+8
plus 2d6 acid) Full Attack: 2
slams +17 melee
(1d6+8 plus 2d6 acid) Space/Reach:
15 ft./10 ft. Special Attacks:
Corrosive slime Special Qualities:
Darkvision 60
ft., immunity to acid, stone shape, tremorsense
60 ft. Saves: Fort +12, Ref +6,
Will +11 Abilities: Str 27, Dex
13, Con
21, Int 14, Wis 14, Cha 12 Skills:
Knowledge (dungeoneering)
+14, Knowledge (nature) +4, Listen
+20, Move Silently +17, Spot
+20, Survival +14 (+16 underground)
Feats: Alertness,
Blind-Fight, Great
Fortitude, Improved Initiative, Power
Attack, Toughness Environment: Underground Organization: Solitary Challenge Rating: 9 Treasure: None Alignment: Usually neutral Advancement: 16–30 HD (Huge);
31–45 HD (Gargantuan) Level
Adjustment: —
A delver is about 15 feet long and 10 feet wide. It weighs
about 6,000 pounds.
Delvers speak Terran and Undercommon.
COMBAT
A delver prefers to fight from its tunnel,
which it uses to protect its flanks while lashing out with its flippers.
A delver expecting trouble may honeycomb an area with tunnels,
leaving most closed with layers of stone 1 or 2 inches thick. The
delver can quickly dissolve the stone cover and pop up to attack
unexpectedly.
Corrosive Slime (Ex): A delver produces a mucuslike
slime that contains a highly corrosive substance. The slime is
particularly effective against stone.
A delver’s mere touch deals 2d6 points of acid damage to
organic creatures or objects. Against metallic creatures or objects, a
delver’s slime deals 4d8 points of damage, and against stony
creatures
(including earth elementals) or objects it
deals 8d10 points of damage.
A slam attack by a delver leaves a patch of slime that deals 2d6 points
of damage on contact and another 2d6 points of damage in each of the
next 2 rounds. A large quantity (at least a quart) of water or weak
acid, such as vinegar, washes off the slime.
An opponent’s armor and clothing dissolve and become
useless
immediately unless the wearer succeeds on a DC 22 Reflex save. Weapons
that strike a delver also dissolve immediately unless the wielder
succeeds on a DC 22 Reflex save.
A creature attacking a delver with natural weapons takes
damage from its slime each time an attack hits unless the creature
succeeds on a DC 22 Reflex save. These save DCs are Constitution-based.
Stone Shape (Ex): A delver can alter its slime to
temporarily soften stone instead of dissolving it. Once every 10
minutes, a delver can soften and shape up to 25 cubic feet of stone, as
a stone
shape spell (caster level 15th).
DEMON
Demons are
a race of creatures native to
chaotic evil-aligned planes. They are ferocity personified and will
attack any creature just for the sheer fun of it - even other demons.
Demon Traits: Most demons possess the following traits
(unless otherwise noted in a creature’s entry).
-
Immunity to electricity and poison.
-
Resistance to acid 10, cold 10,
and fire 10.
-
Summon (Sp): Many demons share the ability to
summon
others of their kind (the success chance and type of demon summoned are
noted in each monster description). Demons are often reluctant to use
this power until in obvious peril or extreme circumstances.
-
Telepathy.
Except where otherwise noted, demons speak Abyssal, Celestial,
and Draconic.
BABAU
Medium Outsider (Chaotic, Extraplanar,
Evil)
Hit Dice: 7d8+35 (66 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 19 (+1 Dex, +8
natural), touch 11, flat-footed 18 Base
Attack/Grapple: +7/+12 Attack:
Claw +12 melee (1d6+5) Full Attack:
2 claws +12 melee
(1d6+5) and bite +7 melee (1d6+2) Space/Reach:
5 ft./5 ft. Special Attacks:
Sneak attack
+2d6, spell-like abilities, summon demon Special Qualities: Damage
reduction 10/cold iron or good, darkvision 60 ft., immunity to
electricity and poison, protective slime, resistance to acid 10, cold
10, and fire 10, spell resistance 14, telepathy
100 ft. Saves: Fort +10, Ref
+6, Will +6 Abilities: Str 21,
Dex 12, Con
20, Int 14, Wis 13, Cha 16 Skills:
Climb
+15, Disable Device
+12, Disguise +13, Escape
Artist +11, Hide +19, Listen
+19, Move
Silently +19, Open Lock +11, Search
+20, Sleight of Hand +11, Survival
+1 (+3 following tracks), Use Rope +1 (+3 with bindings)
Feats: Cleave,
Multiattack, Power
Attack Environment: A
chaotic
evil-aligned plane Organization:
Solitary or gang
(3–6) Challenge Rating: 6
Treasure: Standard Alignment: Always chaotic evil Advancement: 8–14 HD (Large);
15–21 HD (Huge) Level
Adjustment:
—
A babau is about 6 feet tall and weighs about 140 pounds.
Combat
Babaus are sneaky and sly. They attack the
most powerful foe first, hoping to eliminate the true threats quickly
and then toy with the rest. When ambushing their opponents, they make
excellent use of the combination of multiple attacks and sneak attacks.
A babau’s natural weapons, as well as any weapons it
wields,
are treated as chaotic-aligned and evil-aligned for the purpose of
overcoming damage reduction.
Sneak Attack (Ex): A babau can make a sneak attack like
a rogue, dealing an extra 2d6 points of damage whenever a foe is denied
his or her Dexterity bonus, or when the babau is flanking.
Spell-Like Abilities: Caster level 7th.
At will - darkness,
dispel magic, see
invisibility, greater teleport (self plus 50
pounds of objects
only).
Protective Slime (Su): A slimy red jelly coats the
babau’s skin. Any weapon that touches it takes 1d8 points of acid
damage from the corrosive goo, and the weapon’s hardness does not
reduce this damage. A magic weapon may attempt a DC 18 Reflex save to
avoid taking this damage. A creature who strikes the babau with an
unarmed attack, unarmed strike, touch spell, or natural weapon takes
this damage as well but can negate the damage with a DC 18 Reflex save.
The save DCs are Constitution-based.
Summon Demon (Sp):Once per day a babau can attempt to
summon 1 babau with a 40% chance of success. This ability is the
equivalent of a 3rd-level spell.
Skills: Babaus have a +8 racial bonus on Hide,
Listen,
Move Silently, and Search
checks.
BALOR
Large Outsider (Chaotic, Extraplanar,
Evil)
Hit Dice: 20d8+200 (290
hp) Initiative: +11 Speed: 40 ft. (8 squares), fly 90
ft. (good) Armor Class: 35
(–1
size, +7 Dex,
+19 natural), touch 16, flat-footed 28 Base
Attack/Grapple: +20/+36 Attack:
+1 vorpal longsword +33
melee (2d6+8/19–20) Full
Attack:
+1 vorpal longsword
+31/+26/+21/+16 melee (2d6+8/19–20) and +1 flaming whip +30/+25
melee
(1d4+4 plus 1d6 fire plus entangle); or 2 slams +31 melee (1d10+7)
Space/Reach: 10 ft./10 ft. (20
ft. with +1 flaming whip) Special
Attacks: Death throes,
entangle, spell-like abilities, summon demon, vorpal sword Special Qualities: Damage
reduction 15/cold iron and good, darkvision 60 ft., flaming body,
immunity to electricity, fire, and poison, resistance to acid 10 and
cold 10, spell resistance 28, telepathy
100 ft., true seeing Saves: Fort +22, Ref +19, Will +19 Abilities: Str 35, Dex 25, Con
31, Int 24, Wis 24, Cha 26 Skills:
Bluff
+31, Concentration
+33, Diplomacy +35, Disguise
+8 (+10 acting), Hide +26, Intimidate
+33, Knowledge (any two) +30, Listen
+38, Move Silently +30, Search
+30, Sense Motive +30, Spellcraft
+30 (+32 scrolls), Spot +38, Survival
+7
(+9 following tracks), Use Magic Device +31 (+33
scrolls) Feats: Cleave,
Improved
Initiative, Improved Two-Weapon Fighting, Power
Attack, Quicken
Spell-Like Ability (telekinesis), Two-Weapon Fighting, Weapon
Focus
(longsword) Environment: A
chaotic
evil-aligned plane Organization:
Solitary or troupe
(1 balor, 1 marilith, and 2–5 hezrous) Challenge
Rating: 20 Treasure:
Standard coins; double
goods; standard items, plus +1 vorpal greatsword and +1 flaming whip
Alignment: Always chaotic evil
Advancement: 21–30 HD
(Large);
31–60 HD (Huge) Level
Adjustment:
—
A balor stands about 12 feet tall. Its skin is usually dark
red. It weighs about 4,500 pounds.
Combat
Balors love to join battle armed with their
swords and whips. If they face stiff resistance, they may teleport away
to loose a few spell-like effects at the foe.
A balor’s +1 flaming whip is a long, flexible weapon
with many
tails tipped with hooks, spikes, and balls. The weapon deals
bludgeoning and slashing damage, in addition to fire damage.
A balor’s natural weapons, as well as any weapons it
wields,
are treated as chaotic-aligned and evil-aligned for the purpose of
overcoming damage reduction.
Death Throes (Ex): When killed, a balor explodes in a
blinding flash of light that deals 100 points of damage to anything
within 100 feet (Reflex DC 30 half ). This explosion automatically
destroys any weapons the balor is holding. The save DC is
Constitution-based.
Entangle (Ex): A balor’s +1 flaming whip entangles foes
much like an attack with a net. The whip has 20 hit points.
The whip
needs no folding. If it hits, the target and the balor immediately make
opposed Strength checks; if the balor wins, it drags the target against
its flaming body (see below). The target remains anchored against the
balor’s body until it escapes the whip.
Spell-Like Abilities: Caster level 20th. The save DCs
are Charisma-based.
At will - blasphemy
(DC 25), dominate monster (DC 27), greater dispel magic, greater teleport (self
plus 50 pounds of objects only), insanity (DC 25), power word stun, telekinesis
(DC 23), unholy
aura (DC 26);
1/day - fire
storm (DC 26), implosion (DC 27).
Vorpal Sword (Su): Every balor carries a +1 vorpal
longsword that looks like a flame or a bolt of lightning.
Summon Demon (Sp): Once per day a balor can
automatically summon 4d10 dretches, 1d4 hezrous, or
one nalfeshnee,
glabrezu,
marilith,
or balor. This ability is the equivalent of a
9th-level spell.
Flaming Body (Su): The body of a balor is wreathed in
flame. Anyone grappling a balor takes 6d6
points of fire damage each
round.
True Seeing (Su): Balors have a continuous true
seeing
ability, as the spell (caster level 20th).
Skills: Balors have a +8 racial bonus on Listen
and Spot
checks.
Tactics Round-by-Round
The balor is most effective as a ranged
combatant, using its spell-like abilities to attack from a distance.
Prior to combat: Unholy aura.
Round 1: Fire storm or implosion
and quickened telekinesis, or summon
additional demons. If the balor does not deem
itself seriously threatened, it conserves abilities usable only once
per day and uses blasphemy instead.
Round 2: Insanity or power word stun.
Round 3: Full melee attack with weapons, including
entangle with whip.
Round 4: Teleport or fly away with
entangled foe to
reestablish range; repeat round 1 and continue.
A balor who wants to drive off or neutralize a party without
slaying its foes avoids lethal attacks.
Prior to combat: Unholy aura.
Round 1: Dominate monster.
Round 2: Power word stun.
Round 3: Insanity or telekinesis
to incapacitate or
repel a dangerous opponent.
Round 4: Teleport or fly away to
reestablish range;
repeat round 1 and continue.
BEBILITH
Huge Outsider (Chaotic, Extraplanar,
Evil)
Hit Dice: 12d8+96 (150 hp)
Initiative: +5 Speed: 40 ft. (8 squares), climb
20 ft. Armor Class: 22
(–2
size, +1 Dex,
+13 natural), touch 9, flat-footed 21 Base
Attack/Grapple: +12/+29 Attack:
Bite +19 melee (2d6+9
plus poison) or web +11 ranged Full
Attack: Bite +19 melee
(2d6+9 plus poison) and 2 claws +14 melee (2d4+4); or web +11 ranged
Space/Reach: 15 ft./10 ft.
Special Attacks: Poison,
rend
armor, web Special Qualities: Damage
reduction 10/good, darkvision 60 ft., plane
shift, scent, telepathy
100
ft. Saves: Fort +16, Ref +9,
Will +9 Abilities: Str 28, Dex
12, Con
26, Int 11, Wis 13, Cha 13 Skills:
Climb
+24, Diplomacy +3, Hide
+16, Jump
+28, Listen
+16, Move Silently +16, Search
+15, Sense
Motive +16, Spot +16, Survival
+1 (+3 following tracks) Feats:
Cleave,
Improved
Initiative, Improved Grapple, Power
Attack, Track Environment: A chaotic
evil-aligned plane Organization:
Solitary Challenge Rating: 10
Treasure: None Alignment: Always chaotic evil Advancement: 13–18 HD (Huge);
19–36 HD (Gargantuan) Level
Adjustment: —
Bebiliths are enormous, predatory, arachnid demons that hunt
other demons. A bebilith has a body the size of a plow horse, with legs
spanning more than 14 feet. It weighs more than two tons.
Bebiliths understand but do not speak Abyssal. Their telepathy
allows them to communicate silently with one another.
COMBAT
A bebilith attacks any creature it sees. It
usually picks one target and concentrates its attacks on that opponent,
using its webs to isolate the target from its comrades. Should the
bebilith become overwhelmed by tougher opponents, it often attempts to
bite one or more of its victims and retreats, allowing its poison
to do
its work.
A bebilith’s natural weapons, as well as any weapons it
wields, are treated as chaotic-aligned and evil-aligned for the purpose
of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 24, initial damage
1d6 Con, secondary damage 2d6 Con. Bebilith venom is highly perishable,
losing its potency and becoming inert, foul-smelling goo almost as soon
as it comes into contact with air. The save DC is Constitution-based.
Rend Armor (Ex): If a bebilith hits with both claw
attacks, it pulls apart any armor worn by its foe. This attack deals
4d6+18 points of damage to the opponent’s armor. Creatures not
wearing
armor are unaffected by this special attack. Armor reduced to 0 hit
points is destroyed. Damaged armor may be repaired with a successful Craft
(armorsmithing) check.
Web (Ex): A bebilith can throw a web up to four times
per day. This is similar to an attack with a net but has a maximum
range of 30 feet, with a range increment of 10 feet. This attack is
effective against targets of up to Gargantuan size. The web anchors the
target in place, allowing no movement.
An entangled creature can escape
with a DC 24 Escape Artist
check or burst the web with a DC 24 Strength check. The check DCs are
Constitution-based. The web has 14 hit points and hardness 0. There is
a 75% chance that the webbing will not burn if any sort of fire is
applied to it (check each round).
Plane Shift (Su): This ability affects only the
bebilith. It is otherwise similar to the
spell (caster level 12th).
Skills: A bebilith has mottled coloration that gives it
a +8 racial bonus on Hide checks.
DRETCH
Small Outsider (Chaotic, Extraplanar,
Evil)
Hit Dice: 2d8+4 (13 hp) Initiative: +0 Speed: 20 ft. (4 squares) Armor Class: 16 (+1 size, +5
natural), touch 11, flat-footed 16 Base
Attack/Grapple: +2/–1 Attack:
Claw +4 melee (1d6+1) Full Attack:
2 claws +4 melee
(1d6+1) and bite +2 melee (1d4) Space/Reach:
5 ft./5 ft. Special Attacks:
Spell-like
abilities, summon demon Special
Qualities: Damage
reduction 5/cold iron or good, darkvision 60 ft., immunity to
electricity and poison, resistance to acid 10, cold 10,
and fire 10, telepathy 100 ft. Saves: Fort
+5, Ref +3, Will +3 Abilities:
Str 12, Dex 10, Con
14, Int 5, Wis 11, Cha 11 Skills:
Hide
+9, Listen
+5, Move
Silently +5, Spot +5, Search
+2, Survival
+0 (+2 following tracks) Feats:
Multiattack Environment: A
chaotic
evil-aligned plane Organization:
Solitary, pair,
gang (3–5), crowd (6–15), or mob (10–40) Challenge Rating: 2 Treasure: None Alignment: Always chaotic evil Advancement: 3–6 HD (Small) Level Adjustment: +2
A dretch is about 4 feet tall and weighs about 60 pounds.
Dretches cannot speak but can communicate telepathically.
Combat
Dretches are slow, stupid, and not very
effective combatants. In one-on-one combat, they rely on their damage
reduction to keep them alive. In groups, they depend on sheer numbers
to overcome foes and immediately summon other dretches to improve the
odds in battle. They flee at the first sign of adversity unless more
powerful demons are present to intimidate them into fighting.
Dretches’
fear of their greater kin is stronger then even their fear of death.
A dretch’s natural weapons, as well as any weapons it
wields,
are treated as chaotic-aligned and evil-aligned for the purpose of
overcoming damage reduction.
Spell-Like Abilities: Caster level 2nd. The save DCs
are Charisma-based.
1/day - scare
(DC 12), stinking
cloud (DC 13).
Summon Demon (Sp): Once per day a dretch can attempt to
summon another dretch with a 35% chance of success. This ability is the
equivalent of a 1st-level spell.
Telepathy (Su): Dretches can communicate telepathically
with creatures within 100 feet that speak Abyssal.
GLABREZU
Huge Outsider (Chaotic, Extraplanar,
Evil)
Hit Dice: 12d8+120 (174
hp) Initiative: +0 Speed: 40 ft. (8 squares) Armor Class: 27 (–2 size, +19
natural) touch 8, flat-footed 27 Base
Attack/Grapple: +12/+30 Attack:
Pincers +20 melee (2d8+10) Full
Attack: 2 pincers +20 melee
(2d8+10) and 2 claws +18 melee (1d6+5) and bite +18 melee (1d8+5)
Space/Reach: 15 ft./15 ft.
Special Attacks: Improved grab,
spell-like abilities, summon demon Special
Qualities: Damage
reduction 10/good, darkvision 60 ft., immunity to electricity and
poison, resistance to acid 10, cold 10,
and fire 10, spell resistance
21, telepathy 100 ft., true
seeing Saves:
Fort +18, Ref +8, Will +11 Abilities:
Str 31, Dex 10, Con
31, Int 16, Wis 16, Cha 20 Skills:
Bluff
+22, Concentration
+25, Diplomacy +9, Disguise
+5 (+7 acting), Intimidate +24, Knowledge
(any two) +18, Listen +26, Move
Silently +18, Search +18, Sense
Motive
+18, Spellcraft +18, Spot
+26, Survival +3 (+5 following tracks)
Feats: Cleave,
Great Cleave, Multiattack,
Persuasive, Power
Attack Environment:
A chaotic
evil-aligned plane Organization:
Solitary or troupe
(1 glabrezu, 1 succubus, and 2–5 vrocks) Challenge Rating: 13 Treasure: Standard coins; double
goods; standard items Alignment:
Always chaotic evil Advancement:
13–18 HD (Huge);
19–36 HD (Gargantuan) Level
Adjustment: —
Like succubi, glabrezu tempt victims into ruin, but they lure
their prey with power or wealth rather than passion.
Glabrezu have penetrating violet eyes, and their skin color
ranges from deep russet to pitch black. A glabrezu stands about 15 feet
tall and weighs about 5,500 pounds.
Combat
Glabrezu prefer subterfuge to combat. However,
if their attempts to entice or deceive fail, these enormous demons
attack with a vengeance. They follow a confusion attack with melee
attacks, hoping to finish off wounded foes with chaos
hammer or unholy
blight.
A glabrezu’s natural weapons, as well as any weapons it
wields, are treated as chaotic-aligned and evil-aligned for the purpose
of overcoming damage reduction.
Improved Grab (Ex): To use this ability, a glabrezu
must hit a Medium or smaller opponent with a pincer attack. It can then
attempt to start a grapple as a free action without
provoking an attack
of opportunity.
Spell-Like Abilities: Caster level 14th. The save DCs
are
Charisma-based.
At will - chaos
hammer (DC 19), confusion
(DC 19), dispel magic, mirror
image, reverse gravity (DC 22), greater teleport (self plus 50
pounds of objects only), unholy blight
(DC 19);
1/day - power word stun.
Once per month, a glabrezu can fulfill a wish
for a mortal
humanoid. The demon can use this ability to offer a mortal whatever he
or she desires - but unless the wish is used to create pain and
suffering
in the world, the glabrezu demands either terrible evil acts or great
sacrifice as compensation.
Summon Demon (Sp): Once per day a glabrezu can attempt
to summon 4d10 dretches or 1d2 vrocks with
a 50% chance of success, or
another glabrezu with a 20% chance of success. This ability is the
equivalent of a 4th-level spell.
True Seeing (Su): Glabrezu continuously use true
seeing
as the spell (caster level 14th).
Skills: Glabrezu have a +8 racial bonus on Listen
and Spot
checks.
HEZROU
Large Outsider (Chaotic, Extraplanar,
Evil)
Hit Dice: 10d8+93 (138 hp)
Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 23 (–1 size, +14
natural) touch 9, flat-footed 23 Base
Attack/Grapple: +10/+19 Attack:
Bite +14 melee (4d4+5) Full Attack:
Bite +14 melee
(4d4+5) and 2 claws +9 melee (1d8+2) Space/Reach:
10 ft./10 ft. Special Attacks:
Spell-like
abilities, stench, improved grab, summon demon
Special Qualities: Damage
reduction 10/good, darkvision 60 ft., immunity to electricity and
poison, resistance to acid 10, cold 10,
and fire 10, spell resistance
19, telepathy 100 ft. Saves:
Fort +16, Ref +7, Will +9 Abilities:
Str 21, Dex 10, Con
29, Int 14, Wis 14, Cha 18 Skills:
Climb
+18, Concentration
+22, Hide
+13, Escape Artist +13, Intimidate
+17, Listen
+23, Move
Silently +13, Search +15, Spellcraft
+15, Spot
+23, Survival +2 (+4
following tracks), Use Rope +0 (+2 with bindings)
Feats: Blind-Fight,
Cleave,
Power
Attack, Toughness Environment:
A chaotic
evil-aligned plane Organization:
Solitary or gang
(2–4) Challenge Rating: 11
Treasure: Standard Alignment: Always chaotic evil Advancement: 11–15 HD (Large);
16–30 HD (Huge) Level
Adjustment:
+9
A hezrou can walk both upright and on all fours, but it always
fights standing up
A hezrou is about 8 feet tall and weighs about 750 pounds.
Combat
Hezrous enjoy melee combat even more than
vrocks do. They eagerly press an attack deep into the heart of enemy
forces, so their stench can take effect as quickly as possible. They
enter most battles by using blasphemy, and follow it with an
occasional chaos hammer or unholy
blight, depending on the alignment of their
opponents.
A hezrou’s natural weapons, as well as any weapons it
wields,
are treated as chaotic-aligned and evil-aligned for the purpose of
overcoming damage reduction.
Improved Grab (Ex): To use this ability, a hezrou must
hit with both claw attacks. It can then attempt to start a grapple
as a
free action without provoking an attack of opportunity.
Spell-Like Abilities: Caster level 13th. The
save DCs are Charisma-based.
At will - chaos
hammer (DC 18), greater teleport (self plus 50
pounds of objects only), unholy blight
(DC 18);
3/day - blasphemy
(DC 21), gaseous form.
Stench (Ex): A hezrou’s skin produces a
foul-smelling,
toxic liquid whenever it fights. Any living creature (except other
demons) within 10 feet must succeed on a DC 24 Fortitude save or be nauseated for as long as it
remains within the affected area and for
1d4 rounds afterward. Creatures that successfully save are sickened for
as long as they remain in the area. A creature that successfully saves
cannot be affected again by the same hezrou’s stench for 24
hours. A delay
poison or neutralize poison spell removes
either condition from
one creature. Creatures that have immunity to poison are unaffected,
and creatures resistant to poison receive their normal bonus on their
saving throws.. The save DC is Constitution-based.
Summon Demon (Sp): Once per day a hezrou can attempt to
summon 4d10 dretches
or another hezrou with a 35% chance of success.
This ability is the equivalent of a 4th-level spell.
Skills: Hezrous have a +8 racial bonus on Listen
and Spot
checks.
MARILITH
Large Outsider (Chaotic, Extraplanar,
Evil)
Hit Dice: 16d8+144 (216
hp) Initiative: +4 Speed: 40 ft. (8 squares) Armor Class: 29 (–1 size, +4 Dex,
+16 natural), touch 13, flat-footed 25 Base
Attack/Grapple: +16/+29 Attack:
Longsword +25 melee
(2d6+9/19–20) or slam +24 melee (1d8+9) or tail slap +24 melee
(4d6+9) Full Attack: Primary
longsword
+25/+20/+15/+10 melee (2d6+9/19–20) and 5 longswords +25 melee
(2d6+4/19–20) and tail slap +22 melee (4d6+4); or 6 slams +24
melee
(1d8+9) and tail slap +22 melee (4d6+4) Space/Reach:
10 ft./10 ft. Special Attacks: Constrict
4d6+13, improved grab, spell-like
abilities, summon demon Special
Qualities: Damage
reduction 10/good and cold iron, darkvision 60 ft., immunity to
electricity and poison, resistance to acid 10, cold 10,
and fire 10, spell
resistance 25, telepathy 100 ft. Saves:
Fort +19, Ref +14, Will +14 Abilities:
Str 29, Dex 19, Con
29, Int 18, Wis 18, Cha 24 Skills:
Bluff
+26, Concentration
+28, Diplomacy +30, Disguise
+7 (+9 acting), Hide +19, Intimidate
+28, Listen
+31, Move Silently +23, Search
23, Sense Motive +23, Spellcraft
+23 (+25 scrolls), Spot +31, Survival
+4 (+6 following tracks), Use
Magic Device +26 (+28 scrolls) Feats:
Combat Expertise, Combat
Reflexes, Multiattack, Multiweapon Fighting, Power
Attack, Weapon Focus
(longsword) Environment: A
chaotic
evil-aligned plane Organization:
Solitary or pair Challenge Rating:
17 Treasure: Standard coins;
double
goods; standard items, plus 1d4 magic weapons Alignment: Always chaotic evil Advancement: 17–20 HD (Large);
21–48 HD (Huge) Level
Adjustment:
—
A marilith usually holds a longsword in each of its six hands
and wears many bangles and jewels.
A marilith stands about 9 feet tall and measures about 20 feet
from head to tip of tail. It weighs about 4,000 pounds.
Combat
Though mariliths thrive on grand strategy and
army-level tactics, they love physical combat and never pass up an
opportunity to fight. Each of a marilith’s six arms can wield a
weapon,
and the creature gets an additional three weapon attacks with its
primary arm. Mariliths seldom rush headlong into battle, however,
preferring to hang back and size up the situation first. They always
seek to gain the best possible advantage from the local terrain,
obstacles, and any vulnerability or weakness in their opponents.
A marilith’s natural weapons, as well as any weapons it
wields, are treated as chaotic-aligned and evil-aligned for the purpose
of overcoming damage reduction.
Constrict (Ex): A marilith deals 4d6+13 points of
damage with a successful grapple check. The constricted
creature must
succeed on a DC 27 Fortitude save or lose consciousness for as long
as
it remains in the coils and for 2d4 rounds thereafter. The save DC is
Strength-based.
Improved Grab (Ex): To use this ability, a marilith
must hit with its tail slap attack. It can then attempt to start a grapple
as a free action without
provoking an attack of opportunity. If
it succeeds on the grapple check, it can constrict.
Spell-Like Abilities: Caster level 16th. The
save DCs are Charisma-based.
At will - align
weapon, blade
barrier (DC 23), magic weapon, project
image (DC 23), see
invisibility, telekinesis (DC 22), greater teleport (self plus 50
pounds of objects only), unholy aura (DC 25).
Summon Demon (Sp): Once per day a marilith can attempt
to summon 4d10 dretches, 1d4 hezrou, or
one nalfeshnee
with a 50%
chance of success, or one glabrezu or another marilith with a 20%
chance of success. This ability is the equivalent of a 5th-level spell.
True Seeing (Su): Mariliths continuously use this
ability, as the spell (caster level 16th).
Skills: Mariliths have a +8 racial bonus on Listen
and Spot
checks.
Feats: In combination with its natural abilities, a
marilith’s Multiweapon Fighting feat allows
it to attack with all its
arms at no penalty.
NALFESHNEE
Huge Outsider (Chaotic, Extraplanar,
Evil)
Hit Dice: 14d8+112 (175
hp) Initiative: +1 Speed: 30 ft. (6 squares), fly 40
ft. (poor) Armor Class: 27
(–2
size, +1 Dex,
+18 natural) touch 9, flat-footed 26 Base
Attack/Grapple: +14/+29 Attack:
Bite +20 melee (2d8+7) Full Attack:
Bite +20 melee
(2d8+7) and 2 claws +17 melee (1d8+3) Space/Reach:
15 ft./15 ft. Special Attacks:
Smite,
spell-like abilities, summon demon Special
Qualities: Damage
reduction 10/good, darkvision 60 ft., immunity to electricity and
poison, resistance to acid 10, cold 10,
and fire 10, spell resistance
22, telepathy 100 ft., true
seeing Saves:
Fort +17, Ref +10, Will +15 Abilities:
Str 25, Dex 13, Con
27, Int 22, Wis 22, Cha 20 Skills:
Bluff
+22, Concentration
+25, Diplomacy +26, Disguise
+5 (+7 acting), Hide +10, Intimidate
+22, Knowledge (arcana) +23, Listen
+31, Move Silently +18, Search
+23, Sense Motive +23, Spellcraft
+25 (+27 scrolls), Spot +31, Survival
+6
(+8 following tracks), Use Magic Device +22 (+24
scrolls) Feats: Cleave,
Improved Bull
Rush, Multiattack, Power
Attack, Weapon Focus (bite) Environment: A chaotic
evil-aligned plane Organization:
Solitary or troupe
(1 nalfeshnee, 1 hezrou, and 2–5 vrocks) Challenge Rating: 14 Treasure: Standard coins; double
goods; standard items Alignment:
Always chaotic evil Advancement:
15–20 HD (Huge);
21–42 HD (Gargantuan) Level
Adjustment: —
A nalfeshnee can fly despite its small wings.
A nalfeshnee is more than 20 feet tall and weighs 8,000 pounds.
Combat
When fulfilling their duties in the
underworld, nalfeshnees usually disdain combat as being beneath them.
Given the opportunity, they succumb to blood lust and do battle. They
disable opponents with their smite ability and slaughter them while
they can’t fight back.
A nalfeshnee’s natural weapons, as well as any weapons
it
wields, are treated as chaotic-aligned and evil-aligned for the purpose
of overcoming damage reduction.
Smite (Su): Three times per day a nalfeshnee can create
a nimbus of unholy light. When the demon triggers the ability,
rainbow-colored beams play around its body. One round later they burst
in a 60-foot radius. Any creature within this area must succeed on a DC
22 Will save or be dazed for 1d10 rounds as visions
of its worst fears
hound it. The creature receives its full Dexterity and shield bonuses
to AC if attacked but can take no actions. Other demons are immune to
this effect. The save DC is Charisma-based.
Spell-Like Abilities: Caster level 12th. The save DCs
are Charisma-based.
At will - call
lightning (DC 18), feeblemind (DC 20), greater dispel magic, slow
(DC 18), greater
teleport (self plus 50 pounds of objects only), unholy
aura (DC 23).
Summon Demon (Sp): Twice per day a nalfeshnee can
attempt to summon 1d4 vrocks, 1d4 hezrous, or
one glabrezu
with a 50%
chance of success, or another nalfeshnee with a 20% chance of success.
This ability is the equivalent of a 5th-level spell.
True Seeing (Su): Nalfeshnees continuously use true
seeing, as the spell (caster level 14th).
Skills: Nalfeshnees have a +8 racial bonus on Listen
and Spot
checks.
QUASIT
Tiny Outsider (Chaotic, Extraplanar,
Evil)
Hit Dice: 3d8 (13 hp) Initiative: +7 Speed: 20 ft. (4 squares), fly 50
ft. (perfect) Armor Class: 18
(+2 size, +3 Dex,
+3 natural), touch 15, flat-footed 15 Base
Attack/Grapple: +3/–6 Attack:
Claw +8 melee (1d3–1 plus
poison) Full Attack: 2 claws +8
melee
(1d3–1 plus poison) and bite +3 melee (1d4–1) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Poison,
spell-like abilities Special
Qualities: Alternate
form, damage reduction 5/cold iron or
good, darkvision 60 ft., fast
healing 2, immunity to poison, resistance to fire 10 Saves: Fort +3, Ref +6, Will +4 Abilities: Str 8, Dex 17, Con 10,
Int 10, Wis 12, Cha 10 Skills: Bluff
+6, Diplomacy +2, Disguise
+0 (+2 acting), Hide
+17, Intimidate +2, Knowledge
(any one)
+6, Listen
+7, Move Silently +9, Search
+6, Spellcraft +6, Spot
+6 Feats: Improved
Initiative, Weapon Finesse Environment: A
chaotic
evil-aligned plane Organization:
Solitary Challenge Rating: 2
Treasure: None Alignment: Always chaotic evil Advancement: 4–6 HD (Tiny) Level Adjustment: — (Improved
Familiar)
In its natural form, a quasit stands about 1-1/2 feet tall and
weighs about 8 pounds.
Quasits speak Common and Abyssal.
Combat
Although quasits thirst for victory and power
as other demons do, they are cowards at heart. They typically attack
from ambush, using their alternate form ability and invisibility
to get
within reach, then try to scuttle away. When retreating, they use their
cause fear ability to deter
pursuit.
A quasit’s natural weapons, as well as any weapons it
wields,
are treated as chaotic-aligned and evil-aligned for the purpose of
overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 13, initial damage
1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based
and includes a +2 racial bonus.
Spell-Like Abilities: Caster level 6th. The save DCs
are Charisma-based.
At will - detect
good, detect
magic, and invisibility (self only);
1/day - cause
fear (as the spell,
except that its area is a 30-foot radius from the quasit, save DC 11).
Once per week a quasit can use commune to ask six questions.
The ability otherwise works as the spell (caster level 12th).
Alternate Form (Su): A quasit can assume another
form at will as a standard action. Each quasit can
assume one or two forms from the following list: bat,
Small or Medium monstrous centipede,
toad,
and wolf.
RETRIEVER
Huge Construct
(Extraplanar)
Hit Dice: 10d10+80 (135 hp)
Initiative: +3 Speed: 50 ft. (10 squares) Armor Class: 21 (–2 size, +3 Dex,
+10 natural), touch 11, flat-footed 18 Base
Attack/Grapple: +7/+25 Attack:
Claw +15 melee (2d6+10)
and eye ray +8 ranged touch Full
Attack: 4 claws +15 melee
(2d6+10) and bite +10 melee (1d8+5) and eye ray +8 ranged touch Space/Reach: 15 ft./10 ft. Special Attacks: Eye rays, find
target, improved grab Special
Qualities: Construct
traits, darkvision 60 ft., fast healing 5, low-light vision
Saves: Fort +3, Ref +6, Will +3
Abilities: Str 31, Dex 17, Con
—,
Int —, Wis 11, Cha 1 Skills:
— Feats: — Environment: A chaotic
evil-aligned plane Organization:
Solitary Challenge Rating: 11
Treasure: None Alignment: Always chaotic evil Advancement: 11–15 HD (Huge);
16–30 HD (Gargantuan) Level
Adjustment: —
A retriever specializes in recovering lost or desired objects,
runaway slaves, and enemies and bringing them back to its master. A
retriever has a body the size of an ox, with legs spanning more than 14
feet. It weighs about 6,500 pounds.
Combat
Retrievers attack with four claws, but their
eye rays are far more deadly.
Eye Rays (Su): A retriever’s eyes can produce
four
different magical rays with a range of 100 feet. Each round, it can
fire one ray as a free action. A particular ray is usable only once
every 4 rounds. A retriever can fire an eye ray in the same round that
it makes physical attacks. The save DC for all rays is 18. The save DC
is Dexterity-based.
The four eye effects are:
Fire: Deals 12d6 points of fire damage to the target
(Reflex half ).
Cold: Deals 12d6 points of cold damage to the target
(Reflex half ).
Electricity: Deals 12d6 points of electricity damage to
the target (Reflex half ).
Petrification: The target must succeed on a Fortitude
save or turn to stone permanently.
Find Target (Sp): When ordered to find an item or a
creature, a retriever does so unerringly, as though guided by discern
location. The being giving the order must have seen (or must have
an
item belonging to) the creature to be found, or must have touched the
object to be located. This ability is the equivalent of an 8th-level
spell.
Improved Grab (Ex): To use this ability, a retriever
must hit with its bite attack. It can then attempt to start a grapple
as a free action without provoking an attack of opportunity. If it wins
the grapple check, it establishes a hold and grips the opponent fast in
its mouth. This is the method by which it usually
“retrieves” things.
SUCCUBUS
Medium Outsider (Chaotic, Extraplanar,
Evil)
Hit Dice: 6d8+6 (33 hp) Initiative: +1 Speed: 30 ft. (6 squares), fly 50
ft. (average) Armor Class: 20
(+1 Dex, +9
natural), touch 11, flat-footed 19 Base
Attack/Grapple: +6/+7 Attack:
Claw +7 melee (1d6+1) Full Attack:
2 claws +7 melee
(1d6+1) Space/Reach: 5 ft./5 ft.
Special Attacks: Energy
drain,
spell-like abilities, summon demon Special
Qualities: Damage
reduction 10/cold iron or good, darkvision 60 ft., immunity to
electricity and poison, resistance to acid 10, cold 10,
and fire 10, spell
resistance 18, telepathy 100 ft., tongues
Saves: Fort +6, Ref +6, Will +7
Abilities: Str 13, Dex 13, Con
13, Int 16, Wis 14, Cha 26 Skills:
Bluff
+19, Concentration
+10, Diplomacy +12, Disguise
+17* (+19 acting), Escape Artist +10, Hide
+10, Intimidate +19, Knowledge
(any one) +12, Listen +19, Move
Silently
+10, Search
+12, Spot
+19, Survival +2 (+4
following tracks), Use Rope
+1 (+3 with bindings) Feats: Dodge,
Mobility,
Persuasive Environment:
A chaotic
evil-aligned plane Organization:
Solitary Challenge Rating: 7
Treasure: Standard Alignment: Always chaotic evil Advancement: 7–12 HD (Medium) Level Adjustment: +6
A succubus is 6 feet tall in its natural form and weighs about
125 pounds.
Combat
Succubi are not warriors. They flee combat
whenever they can. If forced to fight, they can attack with their
claws, but they prefer to turn foes against one another. Succubi use
their change shape ability to assume
humanoid guise, and can maintain this
deception indefinitely. Their preferred tactic when dealing with heroes
is to feign friendship and create an opportunity to be alone with one
of them, whereupon the succubus applies her life-draining kiss. Succubi
are not above taking on the role of a damsel in distress when
encountered within a dungeon.
A succubus’s natural weapons, as well as any weapons it
wields, are treated as chaotic-aligned and evil-aligned for the purpose
of overcoming damage reduction.
Change Shape (Su): A succubus can assume the form
of any Small or Medium humanoid.
Energy Drain (Su): A succubus drains energy from a
mortal it lures into some act of passion, or by simply planting a kiss
on the victim. If the target is not willing to be kissed, the succubus
must start a grapple, which provokes an
attack of opportunity. The
succubus’s kiss or embrace bestows one negative level. The kiss also
has the effect of a suggestion spell, asking the
victim to accept
another kiss from the succubus. The victim must succeed on a DC 21 Will
save to negate the effect of the suggestion. The DC is 21 for the
Fortitude save to remove a negative level. These save DCs are
Charisma-based.
Spell-Like Abilities: Caster level 12th. The save DCs
are Charisma-based.
At will - charm
monster (DC 22), detect good, detect thoughts (DC 20), ethereal
jaunt (self plus 50
pounds of objects only), suggestion (DC 21), greater teleport (self plus 50
pounds of
objects only).
Summon Demon (Sp): Once per day a succubus can attempt
to summon 1 vrock
with a 30% chance of success. This ability is the
equivalent of a 3rd-level spell.
Tongues (Su): A succubus has a permanent tongues
ability (as the spell, caster level 12th). Succubi usually use verbal
communication with mortals.
Skills: Succubi have a +8 racial bonus on Listen
and Spot
checks.
*While using her polymorph ability, a succubus
gains a +10
circumstance bonus on Disguise checks.
VROCK
Large Outsider (Chaotic, Extraplanar,
Evil)
Hit Dice: 10d8+70 (115 hp)
Initiative: +2 Speed: 30 ft. (6 squares), fly 50
ft. (average) Armor Class: 22
(–1 size, +2 Dex,
+11 natural), touch 11, flat-footed 20 Base
Attack/Grapple: +10/+20 Attack:
Claw +15 melee (2d6+6) Full Attack:
2 claws +15 melee
(2d6+6) and bite +13 melee (1d8+3) and 2 talons +13 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Dance of ruin,
spell-like abilities, spores, stunning screech, summon demon Special Qualities: Damage
reduction 10/good, darkvision 60 ft., immunity to electricity and
poison, resistance to acid 10, cold 10,
and fire 10, spell resistance
17, telepathy 100 ft. Saves:
Fort +14, Ref +9, Will +10 Abilities:
Str 23, Dex 15, Con
25, Int 14, Wis 16, Cha 16 Skills:
Concentration +20, Diplomacy
+5, Hide
+11, Intimidate +16, Knowledge
(any one) +15, Listen
+24, Move Silently +15, Search
+15, Sense Motive +16, Spellcraft
+15, Spot
+24, Survival +3 (+5 following tracks)
Feats: Cleave,
Combat Reflexes, Multiattack,
Power
Attack Environment:
A chaotic
evil-aligned plane Organization:
Solitary, pair,
gang (3–5), or squad (6–10) Challenge
Rating: 9 Treasure: Standard
Alignment: Always chaotic evil
Advancement: 11–14 HD
(Large);
15–30 HD (Huge) Level
Adjustment:
+8
A vrock is about 8 feet tall and weighs about 500 pounds.
Combat
Vrocks are vicious fighters who like to fly
down into the enemy and cause as much damage as possible. They prance
about in battle, taking briefly to the air and bringing their clawed
feet into play. Despite their advantage in mobility, the vrocks’
deep
love of battle frequently leads them into melee combats against heavy
odds.
A vrock’s natural weapons, as well as any weapons it
wields,
are treated as chaotic-aligned and evil-aligned for the purpose of
overcoming damage reduction.
Dance of Ruin (Su): To use this ability, a group of at
least three vrocks must join hands in a circle, dancing wildly and
chanting. At the end of 3 rounds of dancing, a wave of crackling energy
flashes outward in a 100-foot radius. All creatures except for demons
within the radius take 20d6 points of damage (Reflex DC 18 half ). Stunning, paralyzing, or slaying one of
the vrocks stops the dance. The
save DC is Charisma-based.
Spell-Like Abilities: Caster level 12th. The save DCs
are Charisma-based.
At will - mirror
image, telekinesis
(DC 18), greater teleport (self plus 50
pounds of objects only);
1/day - heroism.
Spores (Ex): A vrock can release masses of spores from
its body once every 3 rounds as a free action. The spores automatically
deal 1d8 points of damage to all creatures adjacent to the vrock. They
then penetrate the skin and grow, dealing an additional 1d4 points of
damage each round for 10 rounds. At the end of this time, the victim is
covered with a tangle of viny growths. (The vines are harmless and
wither away in 1d4 days.) A delay poison spell stops the
spores’ growth
for its duration. Bless, neutralize poison, or remove
disease kills the
spores, as does sprinkling the victim with a vial of holy water.
Stunning Screech (Su): Once per hour a vrock can emit a
piercing screech. All creatures except for demons within a 30-foot
radius must succeed on a DC 22 Fortitude save or be stunned for 1
round. The save DC is Constitution-based.
Summon Demon (Sp): Once per day a vrock can attempt to
summon 2d10 dretches
or another vrock with a 35% chance of success.
This ability is the equivalent of a 3rd-level spell.
Skills: Vrocks have a +8 racial bonus on Listen
and Spot
checks.
DERRO
Small Monstrous
Humanoid Hit Dice: 3d8+3
(16 hp) Initiative: +6 Speed: 20 ft. (4 squares) Armor Class: 19 (+1 size, +2 Dex,
+2 natural, +3 studded leather armor, +1 buckler), touch 13,
flat-footed 17 Base Attack/Grapple:
+3/–1 Attack: Short sword
+4
melee
(1d4/19–20) or repeating light crossbow +6 ranged
(1d6/19–20 plus
poison) Full Attack: Short
sword +4 melee
(1d4/19–20) or repeating light crossbow +6 ranged
(1d6/19–20 plus
poison) Space/Reach: 5 ft./5 ft.
Special Attacks: Poison use,
spell-like abilities, sneak attack +1d6 Special
Qualities: Madness, spell
resistance 15 vulnerability to sunlight Saves:
Fort +2, Ref +5, Will +6 Abilities:
Str 11, Dex 14, Con
13, Int 10, Wis 5*, Cha 16* Skills:
Bluff
+5, Hide
+10, Listen
+1, Move Silently +8 Feats: Blind-Fight, Improved
Initiative Environment:
Underground Organization: Team
(2–4), squad
(5–8 plus 1 3rd-level sorcerer), or band (11–20 plus 30%
noncombatants
plus 3 3rd-level sorcerers and 1 sorcerer of 5th–8th level)
Challenge Rating: 3 Treasure: Standard coins; double
goods; standard items Alignment:
Usually chaotic evil Advancement:
By character class Level Adjustment:
— (+2 if sane)
Derro are afflicted by a form of racial madness, which most
often manifests as delusions of grandeur coupled with an overpowering
urge to inflict torment on other creatures. Derro are capable of
holding their murderous impulses in check for short periods of time in
order to cooperate with creatures of other races, but such arrangements
rarely last more than a few weeks. Of course, no derro is capable of
recognizing that he is out of his mind.
COMBAT
Derro are stealthy and bloodthirsty. They like
to carefully arrange cruel traps and deadly ambushes, and strike
savagely from hiding. They delight in taking captives who can be
tortured to death later, and favor traps and poisons that disable
without killing.
Madness (Ex): Derro use their Charisma modifier on Will
saves instead of their Wisdom modifier, and have immunity to confusion
and insanity effects. A derro cannot
be restored to sanity by any means
short of a miracle or wish
spell.
*The racial madness of the derro provides a +6 bonus to their
Charisma scores and a –6 penalty to their Wisdom scores. A derro
restored to sanity gains 6 points of Wisdom and loses 6 points of
Charisma.
Poison Use (Ex): Derro typically carry 2d4 doses of
greenblood oil or Medium monstrous spider venom, applying it to their
crossbow bolts. Derro are not at risk of poisoning themselves when
handling poison.
Sneak Attack (Ex): Any time a derro’s opponent is
denied his Dexterity bonus to AC, or if a derro flanks his opponent, he
deals an extra 1d6 points of damage. This ability is just like the
rogue’s sneak attack and subject to the same limitations.
Spell-Like Abilities: Caster level 3rd. The save
DCs are Charisma-based.
At will - darkness,
ghost sound;
1/day - daze
(DC 13), sound burst (DC 15).
Vulnerability to Sunlight (Ex): A derro takes 1 point
of Constitution damage for every hour it is exposed to sunlight, and it
dies if its Constitution score reaches 0. Lost Constitution points are
recovered at the rate of 1 per every 24-hour period spent underground
or otherwise sheltered from the sun.
Skills: Derro have a +4 racial bonus on Hide
and Move
Silently checks.
DESTRACHAN
Large Aberration Hit
Dice: 8d8+24 (60 hp) Initiative:
+5 Speed: 30 ft. (6 squares)
Armor Class: 18 (–1 size,
+1 Dex,
+8 natural), touch 10, flat-footed 17 Base
Attack/Grapple: +6/+14 Attack:
Claw +9 melee (1d6+4) Full Attack:
2 claws +9 melee
(1d6+4) Space/Reach: 10 ft./5
ft. Special Attacks:
Destructive
harmonics Special Qualities: Blindsight
100
ft., immunities, protection from sonics Saves:
Fort +5, Ref +5, Will +10 Abilities:
Str 18, Dex 12, Con
16, Int 12, Wis 18, Cha 12 Skills:
Hide
+8, Listen
+25, Move
Silently +7, Survival +9 Feats: Dodge, Improved
Initiative, Lightning Reflexes Environment:
Underground Organization:
Solitary or pack
(3–5) Challenge Rating: 8
Treasure: None Alignment: Usually neutral evil Advancement: 9–16 HD (Large);
17–24 HD (Huge) Level
Adjustment:
—
The dungeon-dwelling destrachan looks like some bizarre,
nonintelligent beast, but it’s an incredibly evil and crafty
sadist.
A destrachan has a pair of complex, three-part ears that it
can adjust to be more or less sensitive to various sounds. It is blind,
yet hunts with a sense of hearing more precise than most
creatures’
sight.
From its tubular mouth a destrachan emits carefully focused
harmonics, producing sonic energy so powerful it can shatter a stone
wall. So skilled is a destrachan at controlling the sounds it emits
that it can choose what type of material to affect with its attack.
A destrachan is about 10 feet long from its mouth to the tip
of the tail and weighs about 4,000 pounds.
A destrachan speaks no language but understands Common. If a
destrachan must communicate, it does so through action.
COMBAT
A destrachan uses its claws only as a last
resort or to finish off foes weakened by its sonic attacks. It often
enters battle with surprise if possible. It first focuses on destroying
metal armor and weapons and then changes to harmonics that disrupt
flesh.
Destructive Harmonics (Su): A destrachan can blast
sonic energy in a cone up to 80 feet long. It can also use this attack
to affect any creatures or objects within a 30-foot radius. It can tune
the harmonics of this destructive power to affect different types of
targets. All save DCs are Charisma-based.
Flesh: Disrupting tissue and rending bone, this attack
deals 4d6 points of damage to all within the area (Reflex DC 15 half ).
Nerves: A destrachan can focus its harmonics to knock
out foes rather than slay them. This attack deals 6d6 points of
nonlethal damage to all within the area (Reflex DC 15 half ).
Material: When using this form of harmonics, a
destrachan chooses wood, stone, metal, or glass. All objects made of
that material within the area must succeed on a DC 15 Fortitude save or
shatter. Objects (or portions of objects) that have up to 30 hit points
are potentially affected by this attack.
Blindsight (Ex): A destrachan can use hearing to
ascertain all foes within 100 feet as a sighted creature would.
Immunities: Destrachans have immunity to gaze
attacks,
visual effects, illusions, and other attack forms that rely on sight.
Protection from Sonics (Ex): While they can be affected
by loud noises and sonic spells (such as ghost
sound or silence),
destrachans are less vulnerable to sonic attacks (+4 circumstance bonus
on all saves) because they can protect their ears. A destrachan whose
sense of hearing is impaired is effectively blinded, and all targets
are treated as having total concealment.
Skills: A destrachan has a +10 racial bonus on Listen
checks.
DEVIL
Devils are
fiends from lawful evil-aligned
planes.
Many devils are surrounded by a fear
aura, which they use to
break up powerful groups and defeat opponents piecemeal. Devils with
spell-like abilities use their illusion abilities to delude and confuse
foes as much as possible. A favorite trick is to create illusory
reinforcements; enemies can never be entirely sure if a threat is only
a figment or real summoned devils joining the fray.
Devil Traits: Most devils possesses the following
traits (unless otherwise noted in a creature’s entry).
-
Immunity to fire and poison.
-
Resistance to acid 10 and cold
10.
-
See in Darkness (Su): Some devils can see perfectly
in
darkness of any kind, even that created by a deeper darkness spell.
-
Summon (Sp): Some devils share the ability to
summon
others of their kind (the success chance and type of devils summoned
are noted in each monster description).
-
Telepathy.
Except when otherwise noted, devils speak Infernal, Celestial,
and Draconic.
BARBED
DEVIL (HAMATULA)
Medium Outsider (Evil, Extraplanar,
Lawful)
Hit
Dice: 12d8+72 (126
hp) Initiative: +6 Speed: 30 ft. (6 squares) Armor Class: 29 (+6 Dex, +13
natural) touch 16, flat-footed 23 Base
Attack/Grapple: +12/+22 Attack:
Claw +18 melee (2d8+6
plus fear) Full Attack: 2 claws
+18 melee
(2d8+6 plus fear) Space/Reach:
5 ft./5 ft. Special Attacks:
Fear, improved
grab, impale 3d8+9, summon devil Special
Qualities: Barbed
defense, damage reduction 10/good,
darkvision 60 ft., immunity to fire
and poison, resistance to acid 10 and cold
10, see in darkness, spell
resistance 23, spell-like abilities, telepathy
100 ft. Saves: Fort +14, Ref
+14, Will +12 Abilities: Str
23, Dex 23, Con
23, Int 12, Wis 14, Cha 18 Skills:
Concentration +21, Diplomacy
+6, Hide
+21, Intimidate +19, Knowledge
(any one) +16, Listen
+19, Move Silently +21, Search
+16, Sense Motive +17, Spot
+19, Survival +2 (+4 following tracks)
Feats: Alertness,
Cleave,
Improved Grapple, Iron
Will, Power Attack Environment: A lawful
evil-aligned plane Organization:
Solitary, pair,
team (3–5), or squad (6–10) Challenge
Rating: 11 Treasure:
Standard Alignment: Always
lawful evil Advancement:
13–24
(Medium);
25–36 HD (Large) Level
Adjustment:
—
A barbed devil is about 7 feet tall and weighs about 300
pounds.
Combat
Barbed devils eagerly fight with their claws,
trying to impale their opponents. They use hold
person to immobilize
those who avoid their hug attacks.
A barbed devil’s natural weapons, as well as any weapons
it
wields, are treated as evil-aligned and lawful-aligned for the purpose
of overcoming damage reduction.
Fear (Su): A creature hit by a barbed devil must
succeed on a DC 20 Will save or be affected as though by fear
(caster
level 9th). Whether or not the save is successful, that creature cannot
be affected by that same barbed devil’s fear ability for 24
hours. The
save DC is Charisma-based.
Impale (Ex): A barbed devil deals 3d8+9 points of
piercing damage to a grabbed opponent with a successful grapple
check.
Improved Grab (Ex): To use this ability, a barbed devil
must hit with a claw attack. It can then attempt to start a grapple
as
a free action without provoking an attack of opportunity. If it wins
the grapple check, it establishes a hold and can impale the opponent on
its barbed body.
Summon Devil (Sp): Once per day a barbed devil can
attempt to summon 1d6 bearded devils or another barbed
devil with a 35%
chance of success. This ability is the equivalent of a 4th-level spell.
Barbed Defense (Su): Any creature striking a barbed
devil with handheld weapons or natural weapons takes 1d8+6 points of
piercing and slashing damage from the devil’s barbs. Note that
weapons
with exceptional reach, such as longspears, do not endanger their users
in this way.
Spell-Like Abilities: Caster level 12th. The save DCs
are Charisma-based.
At will - greater teleport (self
plus 50 pounds of objects only), hold person (DC 16), major
image (DC
17), scorching ray (2 rays only).
1/day - order’s
wrath (DC 18), unholy
blight (DC 18).
BEARDED
DEVIL (BARBAZU)
Medium Outsider (Evil, Extraplanar,
Lawful)Hit Dice: 6d8+18 (45 hp) Initiative: +6 Speed: 40 ft. (8 squares) Armor Class: 19 (+2 Dex, +7
natural) touch 12, flat-footed 17 Base
Attack/Grapple: +6/+8 Attack:
Glaive +9 melee (1d10+3
plus infernal wound) or claw +8 melee (1d6+2) Full Attack: Glaive +9/+4 melee
(1d10+3 plus infernal wound) or 2 claws +8 melee (1d6+2) Space/Reach: 5 ft./5 ft. (10 ft.
with glaive) Special Attacks:
Infernal wound,
beard, battle frenzy, summon devil Special
Qualities: Damage
reduction 5/silver or good, darkvision 60 ft., immunity to fire and
poison, resistance to acid 10 and cold
10, see in darkness, spell
resistance 17, telepathy 100 ft. Saves:
Fort +8, Ref +7, Will +5 Abilities:
Str 15, Dex 15, Con
17, Int 6, Wis 10, Cha 10 Skills:
Climb
+11, Diplomacy +2, Hide
+11, Listen
+9, Move Silently +9, Sense
Motive +9, Spot +9 Feats: Improved Initiative, Power
Attack, Weapon Focus (glaive) Environment:
A lawful
evil-aligned plane Organization:
Solitary, pair,
team (3–5), or squad (6–10) Challenge
Rating: 5 Treasure: Standard
Alignment: Always lawful evil
Advancement: 7–9 HD
(Medium);
10–18 HD (Large) Level
Adjustment:
+6
Every bearded devil carries a sawtoothed glaive.
A bearded devil stands 6 feet tall and weighs about 225 pounds.
Combat
Bearded devils are aggressive and love to
fight. They revel in their battle frenzy, spreading mayhem among their
foes.
A bearded devil’s natural weapons, as well as any
weapons it
wields, are treated as evil-aligned and lawful-aligned for the purpose
of overcoming damage reduction.
Spell-Like Abilities: Caster level 12th.
At will - greater teleport (self
plus 50 pounds of objects only).
Infernal Wound (Su): The damage a bearded devil deals
with its glaive causes a persistent wound. An injured creature loses 2
additional hit points each round. The wound does not heal naturally and
resists healing spells. The continuing hit point loss can be stopped by
a DC 16 Heal
check, a cure spell, or a heal spell. However, a character
attempting to cast a cure spell or a heal spell on a creature damaged
by a bearded devil’s glaive must succeed on a DC 16 caster level
check,
or the spell has no effect on the injured character. A successful Heal
check automatically stops the continuing hit point loss as well as
restoring hit points. The infernal wound is a supernatural ability of
the bearded devil, not of the weapon. The check DC is
Constitution-based.
Beard (Ex): If a bearded devil hits a single opponent
with both claw attacks, it automatically hits with its beard. The
affected creature takes 1d8+2 points of damage and must succeed on a DC
16 Fortitude save or be infected with a vile disease known as devil
chills (incubation period 1d4 days, damage 1d4 Str). Damage is dealt
each day until the afflicted creature succeeds on three consecutive
Fortitude saves, the disease is cured magically, or the creature dies.
The save DC is Constitution-based.
Battle Frenzy (Ex): Twice per day, a bearded devil can
work itself into a battle frenzy similar to the barbarian’s rage
(+4
Strength, +4 Constitution, +2 morale bonus on Will saves, –2 AC
penalty). The frenzy lasts for 6 rounds, and the bearded devil suffers
no ill effects afterward.
Summon Devil (Sp): Once per day a bearded devil can
attempt to summon 2d10 lemures with a 50% chance of
success, or another
bearded devil with a 35% chance of success. This ability is the
equivalent of a 3rd-level spell.
BONE DEVIL
(OSYLUTH)
Large Outsider (Evil, Extraplanar,
Lawful)Hit Dice: 10d8+50 (95
hp) Initiative: +9 Speed: 40 ft. (8 squares) Armor Class: 25 (–1 size, +5 Dex,
+11 natural) touch 14, flat-footed 20 Base
Attack/Grapple: +10/+19 Attack:
Bite +14 melee (1d8+5) Full Attack:
Bite +14 melee
(1d8+5) and 2 claws +12 melee (1d4+2) and sting +12 melee (3d4+2 plus
poison) Space/Reach: 10 ft./10
ft. Special Attacks: Spell-like
abilities, fear aura, poison,
summon devil Special Qualities:
Damage
reduction 10/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold
10, see in darkness, spell resistance
21, telepathy 100 ft. Saves:
Fort +12, Ref +12, Will +11 Abilities:
Str 21, Dex 21, Con
21, Int 14, Wis 14, Cha 14 Skills:
Bluff
+15, Concentration
+18, Diplomacy +6, Disguise
+2 (+4 acting), Hide +14, Intimidate
+17, Knowledge (any one) +15, Listen
+17, Move Silently +18, Search
+15, Sense Motive +15, Spot
+17, Survival +2 (+4 following tracks)
Feats: Alertness,
Improved
Initiative, Iron Will, Multiattack
Environment:
A lawful
evil-aligned plane Organization:
Solitary, team
(2–4), or squad (6–10) Challenge
Rating: 9 Treasure: Standard
Alignment: Always lawful evil
Advancement: 11–20 HD
(Large);
21–30 HD (Huge) Level
Adjustment:
—
Bone devils stand about 9 feet tall and weigh about 500 pounds.
Combat
Bone devils hate all other creatures and
attack ruthlessly. They freely use wall
of ice to keep the enemy
divided.
A bone devil’s natural weapons, as well as any weapons
it
wields, are treated as evil-aligned and lawful-aligned for the purpose
of overcoming damage reduction.
Fear Aura (Su): Bone devils can radiate a 5-foot-radius
fear
aura as a free action. Affected creatures must succeed on a DC 17
Will save or be affected as though by a fear spell (caster level 7th).
A creature that successfully saves cannot be affected again by the same
bone devil’s aura for 24 hours. Other devils are immune to the
aura.
The save DC is Charisma-based.
Poison (Ex): Injury, Fortitude DC 20, initial damage
1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.
Spell-Like Abilities: Caster level 12th. The
save DC is Charisma-based.
At will - greater teleport (self
plus 50 pounds of objects only), dimensional anchor, fly, invisibility
(self only), major image (DC 15), wall
of ice.
Summon Devil (Sp): Once per day a bone devil can
attempt to summon 2d10 lemures with a 50% chance of
success, or another
bone devil with a 35% chance of success. This ability is the equivalent
of a 4th-level spell.
CHAIN DEVIL (KYTON)
Medium Outsider (Evil, Extraplanar,
Lawful)Hit Dice: 8d8+16 (52 hp) Initiative: +6 Speed: 30 ft. (6 squares) Armor Class: 20 (+2 Dex, +8
natural), touch 12, flat-footed 18 Base
Attack/Grapple: +8/+10 Attack:
Chain +10 melee
(2d4+2/19–20) Full Attack:
2
chains +10 melee
(2d4+2/19–20) Space/Reach:
5
ft./5 ft. (10 ft.
with chains) Special Attacks:
Dancing chains,
unnerving gaze Special Qualities: Damage
reduction 5/silver or good, darkvision 60 ft., immunity to cold, regeneration
2, spell
resistance 18 Saves:
Fort +8, Ref +8, Will +6 Abilities:
Str 15, Dex 15, Con
15, Int 6, Wis 10, Cha 12 Skills:
Climb
+13, Craft
(blacksmithing) +17, Escape Artist +13, Intimidate
+12, Listen
+13, Spot
+13, Use Rope +2 (+4 with bindings)
Feats: Alertness,
Improved
Critical (chain), Improved Initiative Environment:
A lawful
evil-aligned plane Organization:
Solitary, gang
(2–4), band (6–10), or mob (11–20) Challenge
Rating: 6 Treasure: Standard
Alignment: Always lawful evil
Advancement: 9–16 HD
(Medium) Level Adjustment: +6
Kytons are humanlike devils, wrapped in chains instead of
clothing. A chain devil is 6 feet tall and weighs about 300 pounds,
chains included.
Chain devils speak Infernal and Common.
Combat
A chain devil attacks by flailing away with
the spiked chains that serve as its clothing, armor, and weapons.
A chain devil’s natural weapons, as well as any weapons
it
wields, are treated as evil-aligned and lawful-aligned for the purpose
of overcoming damage reduction.
Dancing Chains (Su): A chain devil’s most awesome
attack is its ability to control up to four chains within 20 feet as a
standard action, making the chains dance or move as it wishes. In
addition, a chain devil can increase these chains’ length by up
to 15
feet and cause them to sprout razor-edged barbs. These chains attack as
effectively as the devil itself. If a chain is in another
creature’s
possession, the creature can attempt a DC 15 Will save to break the
chain devil’s power over that chain. If the save is successful,
the
kyton cannot attempt to control that particular chain again for 24
hours or until the chain leaves the creature’s possession. The
save DC
is Charisma-based.
A chain devil can climb chains it controls at its normal speed
without making Climb checks.
Unnerving Gaze (Su): Range 30 ft., Will DC 15 negates.
A chain devil can make its face resemble one of an opponent’s
departed
loved ones or bitter enemies. Those who fail their saves take a
–2
penalty on attack rolls for 1d3 rounds. The save DC is Charisma-based.
Regeneration (Ex): Chain devils take normal damage from
silvered weapons, good-aligned weapons, and spells or effects with the
good descriptor.
A chain devil that loses a piece of its body regrows it in
2d6x10 minutes. Holding the severed member against the stump enables it
to reattach instantly.
Skills: Chain devils have a +8 racial bonus on Craft
checks involving metalwork.
ERINYES
Medium Outsider (Evil, Extraplanar,
Lawful)Hit Dice: 9d8+45 (85 hp) Initiative: +5 Speed: 30 ft. (6 squares), fly 50
ft. (good) Armor Class: 23 (+5
Dex, +8
natural) touch 15, flat-footed 18 Base
Attack/Grapple: +9/+14 Attack:
Longsword +14 melee
(1d8+5/19–20) or +1 flaming composite longbow (+5 Str bonus) +15
ranged
(1d8+6/x3 plus 1d6 fire) or rope +14 ranged (entangle) Full Attack: Longsword +14/+9
melee (1d8+5/19–20) or +1 flaming composite longbow (+5 Str
bonus)
+15/+10 ranged (1d8+6/x3 plus 1d6 fire) or rope +14 ranged (entangle)
Space/Reach: 5 ft./5 ft. Special Attacks: Entangle,
spell-like abilities, summon devil Special
Qualities: Damage
reduction 5/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold
10, see in darkness, spell resistance
20, telepathy 100 ft., true
seeing Saves:
Fort +11, Ref +11, Will +10 Abilities:
Str 21, Dex 21, Con
21, Int 14, Wis 18, Cha 20 Skills:
Concentration +17, Diplomacy
+7, Escape
Artist +17, Hide +17, Knowledge
(any two) +14, Listen
+16, Move Silently +17, Search
+14, Sense Motive +16, Spot
+16, Survival +4 (+6 following
tracks), Use Rope +5 (+7 with bindings)
Feats: DodgeB,
MobilityB,
Point
Blank Shot, Precise Shot, Rapid
Shot, Shot on the Run Environment: A lawful
evil-aligned plane Organization:
Solitary Challenge Rating: 8
Treasure: Standard, plus rope and
+1 flaming composite longbow (+5 Str bonus) Alignment: Always lawful evil Advancement: 10–18 HD (Medium) Level Adjustment: +7
Unlike other devils, erinyes appear attractive to humans,
resembling very comely women or men. An erinyes stands about 6 feet
tall and weighs about 150 pounds.
Erinyes speak Infernal, Celestial, and Draconic.
Combat
Erinyes prefer to engage in combat from a
distance. They use charm monster to distract or
disorganize their
opponents, then rain down fiery arrows from above.
An erinyes’s natural weapons, as well as any weapons it
wields, are treated as evil-aligned and lawful-aligned for the purpose
of overcoming damage reduction.
Entangle (Ex): Each erinyes carries a stout rope some
50 feet long that entangles opponents of any size
as an animate rope
spell (caster level 16th). An erinyes can hurl its rope 30 feet with no
range penalty. Typically, an erinyes entangles a foe, lifts it into the
air, and drops it from a great height.
Spell-Like Abilities: Caster level 12th. The save DCs
are
Charisma-based.
At will - greater teleport (self
plus 50 pounds of objects only), charm monster (DC 19), minor
image (DC
17), unholy blight (DC 19).
Summon Devil (Sp): Once per day an erinyes can attempt
to summon 2d10 lemures or 1d4 bearded devils
with a 50% chance of
success. This ability is the equivalent of a 3rd-level spell.
True Seeing (Su): Erinyes continuously use true seeing,
as the spell (caster level 14th).
HELLCAT
(BEZEKIRA)
Large Outsider (Evil, Extraplanar,
Lawful)
Hit Dice: 8d8+24 (60 hp) Initiative: +9 Speed: 40 ft. (8 squares) Armor Class: 21 (–1 size, +5 Dex,
+7 natural), touch 14, flat-footed 16 Base
Attack/Grapple: +8/+18 Attack:
Claw +13 melee (1d8+6) Full Attack:
2 claws +13 melee
(1d8+6) and bite +8 melee (2d8+3) Space/Reach:
10 ft./5 ft. Special Attacks: Improved grab, pounce,
rake
1d8+3 Special Qualities: Damage
reduction 5/good, darkvision 60 ft., invisible in light, resistance to
fire 10, scent, spell
resistance 19, telepathy 100 ft. Saves: Fort +9, Ref +11, Will +8 Abilities: Str 23, Dex 21, Con
17, Int 10, Wis 14, Cha 10 Skills:
Balance
+16, Climb
+17, Hide
+13, Jump
+21, Listen
+17, Move Silently +20, Spot
+13, Swim
+17 Feats: Dodge,
Improved
Initiative, Track Environment:
A lawful
evil-aligned plane Organization:
Solitary, pair, or
pride (6–10) Challenge Rating:
7 Treasure: None Alignment: Always lawful evil Advancement: 9–10 HD (Large);
11–24 HD (Huge) Level
Adjustment:
—
While its appearance suggests it is incorporeal, a hellcats
has a corporeal body and can be harmed by physical attacks.
Hellcats use a natural telepathy to communicate with one
another and those they encounter. A hellcat measures about 9 feet long
and weighs about 900 pounds.
Combat
A hellcat can hold its own in combat thanks to
sharp claws and wicked fangs. It prefers to leap
upon opponents, just
as a lion does.
A hellcat’s natural weapons, as well as any weapons it
wields,
are treated as evil-aligned and lawful-aligned for the purpose of
overcoming damage reduction.
Improved Grab (Ex): To use this ability, a hellcat must
hit with its bite attack. It can then attempt to start a grapple
as a
free action without provoking an attack of opportunity. If it wins the
grapple check, it establishes a hold and can rake.
Pounce (Ex): If a hellcat charges,
it can make a full
attack, including two rake attacks.
Rake (Ex): Attack bonus +13 melee, damage 1d8+3.
Invisible in Light (Ex): A hellcat is invisible in any
area lit well enough for a human to see. In a darkened area, it shows
up as a faintly glowing outline visible up to 30 feet away (60 feet if
the viewer has low-light vision). Magical darkness smothers the glow
and conceals the outline.
Skills: Hellcats have a +4 racial bonus on Listen
and Move Silently checks.
HORNED
DEVIL (CORNUGON)
Large Outsider (Evil, Extraplanar,
Lawful)
Hit Dice: 15d8+105 (172
hp) Initiative: +7 Speed: 20 ft. (4 squares), fly 50
ft. (average) Armor Class: 35
(–1 size, +7 Dex,
+19 natural) touch 16, flat-footed 28 Base
Attack/Grapple: +15/+29 Attack:
Spiked chain +25 melee
(2d6+15 plus stun) or claw +24 melee (2d6+10) or tail +24 melee (2d6+10
plus infernal wound) Full Attack:
Spiked chain
+25/+20/+15 melee (2d6+15 plus stun) and bite +22 melee (2d8+5) and
tail +22 melee (2d6+5 plus infernal wound); or 2 claws +24 melee
(2d6+10) and bite + 22 melee (2d8+5) and tail +22 melee (2d6+5 plus
infernal wound) Space/Reach: 10
ft./10 ft. (20
ft. with spiked chain) Special
Attacks: Fear aura,
infernal wound, spell-like abilities, stun, summon devil Special Qualities: Damage
reduction 10/good and silver, darkvision 60 ft., immunity to fire
and
poison, resistance to acid 10 and cold
10, regeneration 5, see in
darkness, spell resistance 28, telepathy
100 ft. Saves: Fort +16, Ref
+16, Will +15 Abilities: Str
31, Dex 25, Con
25, Int 14, Wis 18, Cha 22 Skills:
Bluff
+24, Climb
+28, Concentration +24, Diplomacy
+10, Disguise
+6 (+8 acting), Hide +21, Intimidate
+26, Listen
+22, Move Silently +23, Search
+20, Sense Motive
+22, Spot
+22, Survival +4 (+6 following tracks)
Feats: Cleave,
Improved Sunder, Iron
Will, Multiattack, Power
Attack, Weapon
Focus (spiked chain) Environment:
A lawful
evil-aligned plane Organization:
Solitary, team
(2–4), or squad (6–10) Challenge
Rating: 16 Treasure:
Standard coins; double
goods; standard items Alignment:
Always lawful evil Advancement:
16–20 HD (Large);
21–45 HD (Huge) Level
Adjustment:
—
A horned devil is 9 feet tall and weighs about 600 pounds.
Combat
Horned devils are bold fighters. They rarely
retreat, even against overwhelming odds. They love to fight with their
spiked chains, usually singling out the most powerful foes to stun and
eliminate quickly.
A horned devil’s natural weapons, as well as any weapons
it
wields, are treated as evil-aligned and lawful-aligned for the purpose
of overcoming damage reduction.
Spell-Like Abilities: Caster level 15th. The
save DCs are Charisma-based.
At will - dispel
chaos (DC 21), dispel good (DC 21), magic circle against good, greater teleport (self
plus 50 pounds of objects only); persistent image (DC 21)
3/day - fireball
(DC 19), lightning bolt (DC 19).
Fear Aura (Su): A horned devil can radiate a
5-foot-radius fear aura as a free action. A
creature in the area must
succeed on a DC 23 Will save or be affected as though by a fear
spell
(caster level 15th). A creature that successfully saves cannot be
affected again by the same horned devil’s aura for 24 hours.
Other
devils are immune to the aura. The save DC is Charisma-based.
Stun (Su): Whenever a horned devil hits with a spiked
chain attack, the opponent must succeed on a DC 27 Fortitude save or be
stunned for 1d4 rounds. The save
DC is Strength-based. This ability is
a function of the horned devil, not of the spiked chain.
Infernal Wound (Su): The damage a horned devil deals
with its tail attack causes a persistent wound. An injured creature
loses 2 additional hit points each round. The wound does not heal
naturally and resists healing spells. The continuing hit point loss can
be stopped by a DC 24 Heal check, a cure spell, or a heal
spell.
However, a character attempting to cast a cure spell or a heal spell on
a creature damaged by a horned devil’s tail must succeed on a DC
24
caster level check, or the spell has no effect on the injured
character. A successful Heal check automatically stops the continuing
hit point loss as well as restoring hit points. The check DC is
Constitution-based.
Summon Devil (Sp): Once per day a horned devil can
attempt to summon 2d10 lemures or 1d6 bearded devils
with a 50% chance
of success, 1d6 barbed devils with a 35% chance of success, or another
horned devil with a 20% chance of success. This ability is the
equivalent of a 6th-level spell.
Regeneration (Ex): A horned devil takes normal damage
from good-aligned silvered weapons, and from spells or effects with the
good descriptor.
ICE DEVIL
(GELUGON)
Large Outsider (Evil, Extraplanar,
Lawful)
Hit Dice: 14d8+84 (147
hp) Initiative: +5 Speed: 40 ft. (8 squares) Armor Class: 32 (–1 size, +5 Dex,
+18 natural) touch 14, flat-footed 27 Base
Attack/Grapple: +14/+24 Attack:
Spear +20 melee (2d6+9/x3
plus slow) or claw +19 melee (1d10+6) Full
Attack: Spear +20/+15/+10
melee (2d6+9/x3 plus slow) and bite +14 melee (2d6+3) and tail +14
melee (3d6+3 plus slow); or 2 claws +19 melee (1d10+6) and bite +14
melee (2d6+3) and tail +14 melee (3d6+3 plus slow) Space/Reach: 10 ft./10 ft. Special Attacks: Fear
aura, slow,
spell-like abilities, summon devil Special
Qualities: Damage
reduction 10/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold
10, regeneration 5, see in darkness,
spell
resistance 25, telepathy 100 ft. Saves:
Fort +15, Ref +14, Will +15 Abilities:
Str 23, Dex 21, Con
23, Int 22, Wis 22, Cha 20 Skills:
Bluff
+22, Climb
+23, Concentration +23, Diplomacy
+9, Disguise
+5 (+7 acting), Intimidate
+24, Jump
+27, Knowledge (any three) +23, Listen
+25, Move Silently
+22, Search
+23, Sense Motive +23, Spellcraft
+23, Spot
+25, Survival
+6 (+8 following tracks) Feats:
Alertness, Cleave,
Combat
Reflexes, Power Attack, Weapon
Focus (spear) Environment:
A lawful
evil-aligned plane Organization:
Solitary, team
(2–4), squad (6–10), or troupe (1–2 ice devils,
7–12 bearded devils,
and 1–4 bone devils) Challenge
Rating: 13 Treasure:
Standard coins; double
goods; standard items Alignment:
Always lawful evil Advancement:
15–28 HD (Large);
29–42 HD (Huge) Level
Adjustment:
—
An ice devil is about 12 feet tall and weighs about 700
pounds.
Combat
An ice devil prefers to fight only when doing
so serves its mission, but it never hesitates to attack when it deems a
battle necessary - or likely to end in its victory.
An ice devil’s natural weapons, as well as any weapons
it
wields, are treated as evil-aligned and lawful-aligned for the purpose
of overcoming damage reduction.
Fear Aura (Su): An ice devil can radiate a
10-foot-radius fear aura as a free action. A
creature in the area must
succeed on a DC 22 Will save or be affected as though by a fear
spell
(caster level 13th). A creature that successfully saves cannot be
affected again by the same ice devil’s aura for 24 hours. Other
devils
are immune to the aura. The save DC is Charisma-based.
Slow (Su): A hit from an ice devil’s tail or
spear
induces numbing cold. The opponent must succeed on a DC 23 Fortitude
save or be affected as though by a slow spell for 1d6 rounds. The
save
DC is Constitution-based.
Spell-Like Abilities: Caster level 13th. The save DCs
are Charisma-based.
At will - cone
of cold (DC 20), fly, ice
storm (DC 19), greater teleport (self plus 50
pounds of
objects only), persistent image (DC 20), unholy
aura (DC 23), wall of
ice (DC 19).
Summon Devil (Sp): Once per day an ice devil can
attempt to summon 2d10 lemures or 1d6 bearded devils,
2d4 bone devils
with a 50% chance of success, or another ice devil with a 20% chance of
success. This ability is the equivalent of a 4th-level spell.
Regeneration (Ex): An ice devil takes normal damage
from good-aligned weapons and from spells or effects with the good
descriptor.
IMP
Tiny Outsider (Evil, Extraplanar,
Lawful)
Hit Dice: 3d8 (13 hp) Initiative: +3 Speed: 20 ft. (4 squares), fly 50
ft. (perfect) Armor Class: 20
(+2 size, +3 Dex,
+5 natural), touch 15, flat-footed 17 Base
Attack/Grapple: +3/–5 Attack:
Sting +8 melee (1d4 plus
poison) Full Attack: Sting +8
melee (1d4
plus poison) Space/Reach: 2-1/2
ft./0 ft. Special Attacks: Poison,
spell-like abilities Special
Qualities: Alternate
form, damage reduction 5/good or
silver, darkvision 60 ft., fast
healing 2, immunity to poison, resistance to fire 5 Saves: Fort +3, Ref +6, Will +4 Abilities: Str 10, Dex 17, Con
10, Int 10, Wis 12, Cha 14 Skills:
Diplomacy +8, Hide
+17, Knowledge (any one) +6, Listen
+7, Move Silently +9, Search
+6, Spellcraft +6, Spot
+7, Survival
+1 (+3 following tracks) Feats:
Dodge,
Weapon Finesse Environment: A lawful
evil-aligned plane Organization:
Solitary Challenge Rating: 2
Treasure: None Alignment: Always lawful evil Advancement: 4–6 HD (Tiny) Level Adjustment: — (Improved
Familiar)
In its natural form, an imp stands almost 2 feet tall and
weighs about 8 pounds.
Combat
Imps are craven, but not so timid as to pass
up an opportunity for a surprise attack using their invisibility
and alternate form ability. In its
natural form, an imp attacks with the
wicked stinger on its tail. It quickly flies out of reach if a foe
manages to strike back effectively.
An imp’s natural weapons, as well as any weapons it
wields,
are treated as evil-aligned and lawful-aligned for the purpose of
overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 13, initial damage
1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based
and includes a +2 racial bonus.
Spell-Like Abilities: Caster level
6th. The save DC is Charisma-based.
At will - detect
good, detect
magic, invisibility (self only);
1/day - suggestion
(DC 15).
Once per week an imp can use commune to ask six questions.
The
ability otherwise works as the spell (caster level 12th).
Alternate Form (Su): An imp can assume another form
at will as a standard action. Each imp can assume one or
two forms from the following list: Small or Medium
monstrous
spider, raven,
rat,
and boar.
LEMURE
Medium Outsider (Evil, Extraplanar,
Lawful)
Hit Dice: 2d8 (9 hp) Initiative: +0 Speed: 20 ft. (4 squares) Armor Class: 14 (+4 natural)
touch 10, flat-footed 14 Base
Attack/Grapple: +2/+2 Attack:
Claw +2 melee (1d4) Full Attack:
2 claws +2 melee
(1d4) Space/Reach: 5 ft./5 ft.
Special Attacks: — Special Qualities: Damage
reduction 5/good or silver, darkvision 60 ft., immunity to fire and
poison, mindless, resistance to acid 10 and cold
10, see in
darkness Saves: Fort +3, Ref
+3, Will +3 Abilities: Str 10,
Dex 10, Con
10, Int —, Wis 11, Cha 5 Environment:
A lawful
evil-aligned plane Organization:
Solitary, pair,
gang (3–5), swarm (6–15), or mob (10–40) Challenge Rating: 1 Treasure: None Alignment: Always lawful evil Advancement: 3–6 HD (Medium) Level Adjustment: —
A lemure is about 5 feet tall and weighs about 100 pounds.
Lemures are mindless and cannot communicate, but they are
sensitive to telepathic messages from other devils, typically obeying a
devil’s mental commands.
Combat
Lemures surge toward anything they meet and
try to claw it apart. Only a telepathic command from other devils or
the complete destruction of the lemures can make them stop.
A lemure’s natural weapons, as well as any weapons it
wields,
are treated as evil-aligned and lawful-aligned for the purpose of
overcoming damage reduction.
Mindless (Ex): Immunity to mind-affecting effects
(charms, compulsions, phantasms, patterns, and morale effects).
PIT FIEND
Large Outsider (Evil, Extraplanar,
Lawful)
Hit Dice: 18d8+144 (225
hp) Initiative: +12 Speed: 40 ft. (8 squares), fly 60
ft. (average) Armor Class: 40
(–1 size, +8 Dex,
+23 natural) touch 17, flat-footed 32 Base
Attack/Grapple: +18/+35 Attack:
Claw +30 melee (2d8+13) Full Attack:
2 claws +30 melee
(2d8+13) and 2 wings +28 melee (2d6+6) and bite +28 melee (4d6+6 plus
poison plus disease) and tail slap +28 melee (2d8+6) Space/Reach: 10 ft./10 ft. Special Attacks: Constrict
2d8+26, fear aura, improved grab, spell-like
abilities, summon devil Special
Qualities: Damage
reduction 15/good and silver, darkvision 60 ft., immunity to fire
and
poison, resistance to acid 10 and cold
10, regeneration 5, see in
darkness, spell resistance 32, telepathy
100 ft. Saves: Fort +19, Ref
+19, Will +21 Abilities: Str
37, Dex 27, Con
27, Int 26, Wis 26, Cha 26 Skills:
Balance
+10, Bluff
+29, Climb
+34, Concentration +29, Diplomacy
+10, Disguise +29 (+31 acting), Hide
+25, Intimidate +31, Jump
+40, Knowledge (arcana) +29, Knowledge
(nature)
+10, Knowledge (the planes) +29, Knowledge
(religion) +29, Listen +29, Move
Silently +29, Search
+29, Spellcraft +31, Spot
+29, Survival +8
(+10 on other planes, +10 when tracking), Tumble
+31 Feats: Cleave,
Great Cleave, Improved Initiative, Iron
Will, Multiattack, Power
Attack, Quicken
Spell-Like Ability (fireball) Environment:
A lawful
evil-aligned plane Organization:
Solitary, pair,
team (3–4), or troupe (1–2 pit fiends, 2–5 horned
devils, and 2–5
barbed devils) Challenge Rating:
20 Treasure: Standard coins;
double
goods; standard items Alignment:
Always lawful evil Advancement:
19–36 HD (Large);
37–54 HD (Huge) Level
Adjustment:
—
A pit fiend often wraps its wings around itself like a
grotesque cloak, and appears wreathed in flames.
A pit fiend is 12 feet tall and weighs 800 pounds.
Combat
Pit fiends are wily and resourceful fighters,
using invisibility to gain the upper
hand and biting at foes seemingly
able to see them. They don’t hesitate to blanket an area with fireballs,
and can call down the
wrath of an inferno with meteor swarm.
A pit fiend’s natural weapons, as well as any weapons it
wields, are treated as evil-aligned and lawful-aligned for the purpose
of overcoming damage reduction.
Constrict (Ex): A pit fiend deals 2d8+26 points of
damage with a successful grapple check.
Disease (Su): A creature struck by a pit fiend’s
bite
attack must succeed on a DC 27 Fortitude save or be infected with a
vile disease known as devil chills
(incubation period 1d4 days, damage
1d4 Str). The save DC is Constitution-based.
Fear Aura (Su): A pit fiend can radiate a
20-foot-radius fear aura as a free action. A
creature in the area must
succeed on a DC 27 Will save or be affected as though by a fear
spell
(caster level 18th). A creature that successfully saves cannot be
affected again by the same pit fiend’s aura for 24 hours. Other
devils
are immune to the aura. The save DC is Charisma-based.
Improved Grab (Ex): To use this ability, a pit fiend
must hit with its tail slap attack. It can then attempt to start a grapple
as a free action without
provoking an attack of opportunity.
If it wins the grapple check, it establishes a hold and can
constrict.
Poison (Ex): Injury, Fortitude DC 27, initial damage
1d6 Con, secondary damage death. The save DC is Constitution-based.
Spell-Like Abilities: Caster level
18th. The save DCs are Charisma-based.
At will - blasphemy
(DC 25), create
undead, fireball (DC 21), greater dispel magic, greater teleport (self
plus 50 pounds of objects only), invisibility, magic circle against
good, mass hold monster (DC 27), persistent image (DC 23), power word
stun, unholy aura (DC 26);
1/day - meteor
swarm (DC 27).
Once per year a pit fiend can use wish
as the spell (caster
level 20th).
Summon Devil (Sp): Twice per day a pit fiend can
automatically summon 2 lemures, bone devils, or bearded devils,
or 1 erinyes,
horned
devil, or ice
devil. This ability is the equivalent of
an 8th-level spell.
Regeneration (Ex): A pit fiend takes normal damage from
good-aligned silvered weapons, and from spells or effects with the good
descriptor.
Tactics Round-by-Round
A pit fiend typically opens combat by using
its spell-like abilities, attempting to neutralize dangerous opponents
before entering melee.
Prior to combat: Unholy aura; activate fear
aura,
summon devil.
Round 1: Quickened fireball and mass hold monster if
facing three or more visible, active opponents; otherwise power word
stun against unarmored opponent (preferably a spellcaster).
Round 2: Meteor swarm against as many
foes as possible,
approach worst-injured enemy.
Round 3: Full attack against injured enemy.
Round 4: Continue melee against injured enemy, or power
word stun against annoying spellcaster.
Round 5: Repeat from round 1, or greater teleport to
safety if endangered.
DEVOURER
Large Undead (Extraplanar)
Hit Dice: 12d12 (78 hp) Initiative: +4 Speed: 30 ft. (6 squares) Armor Class: 24 (–1 size, +15
natural), touch 9, flat-footed 24 Base
Attack/Grapple: +6/+19 Attack:
Claw +15 melee (1d6+9) Full Attack:
2 claws +15 melee
(1d6+9) Space/Reach: 10 ft./10
ft. Special Attacks: Energy
drain,
trap essence, spell-like abilities Special
Qualities: Darkvision 60
ft., spell deflection, spell resistance 21, undead
traits Saves: Fort +4, Ref
+4, Will +11 Abilities: Str 28,
Dex 10, Con —,
Int 16, Wis 16, Cha 17 Skills: Climb
+24, Concentration
+18, Diplomacy +5, Jump
+24, Listen
+18, Move Silently +15, Search
+10, Sense Motive +11, Spot
+18, Survival +3 (+5 following tracks)
Feats: Blind-Fight,
Combat
Casting, Combat Expertise, Improved Initiative, Weapon
Focus (claw) Environment:
Any Organization: Solitary
Challenge Rating: 11 Treasure: None Alignment: Always neutral evil Advancement: 13–24 HD (Large);
25–36 HD (Huge) Level
Adjustment:
—
Devourers lurk on the Ethereal Plane and the Astral Plane,
stalking both natives and travelers with equal sadistic glee.
A devourer is about 9 feet tall and weighs 500 pounds.
Devourers speak Common.
COMBAT
Even if it had no special abilities, a
devourer would be a terrible opponent, for its bony claws can flay
enemies alive.
Energy Drain (Su): Living creatures hit by a
devourer’s
claw attack or spectral hand ability gain one negative level. The DC is
19 for the Fortitude save to remove a negative level. The save DC is
Charisma-based.
Trap Essence (Su): The devourer is named for its
ability to consume an enemy’s life essence. To do so, it must
forgo its
normal melee attacks and make a trap essence attack. This requires a
normal attack roll but deals no damage. The he save DC is
Charisma-based.
A slain creature’s essence is trapped within the
devourer’s
ribs, and the tiny figure takes on that victim’s features. The
trapped
essence cannot be raised or resurrected,
but a limited wish, miracle,
or wish
spell frees it, as does destroying the devourer. A devourer can
hold only one essence at a time.
The trapped essence provides a devourer with enough power to
use five spell-like abilities for each Hit Die or level of the trapped
creature. As this energy is expended, the twisted soul fades away until
it evaporates completely. The trapped essence gains one negative level
for every five times the devourer uses one of its spell-like abilities.
When the essence’s number of negative levels equals the
creature’s
total Hit Dice or level, the essence is destroyed. If an essence is
freed, the restored creature must succeed on a DC 19 Fortitude save for
each negative level or lose that level permanently.
Spell-Like Abilities: At the start of any encounter,
the trapped essence within a devourer is assumed to have 3d4+3 levels
(enough fuel for thirty to seventy-five uses). Once per round, a
devourer can use one of the following abilities: confusion
(DC 17), control undead (DC 20), ghoul
touch (DC 15), lesser planar ally, ray of
enfeeblement (DC 14), spectral hand, suggestion
(DC 16), true seeing.
Caster level 18th. The save DCs are Charisma-based.
Spell Deflection (Su): The trapped essence provides a
measure of magical protection. If any of the following spells are cast
at the devourer and overcome its spell resistance, they affect the
imprisoned essence instead: banishment, chaos
hammer, confusion, crushing
despair, detect thoughts, dispel
evil, dominate person, fear,
geas/quest, holy
word, hypnosis, imprisonment,
magic jar, maze,
suggestion, trap
the soul, or any form of charm or compulsion. In many
cases, this deflection effectively neutralizes the spell. Some of these
effects might eliminate the trapped essence, depriving the devourer of
its spell-like abilities until it can consume another victim.
|