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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.
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