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System Reference Document v3.5 | ||||||||||
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MonstersDark Mantle - DevourerDARKMANTLE 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. COMBATA 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. 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. COMBATA 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). DEMONDemons 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).
Except where otherwise noted, demons speak Abyssal, Celestial, and Draconic.
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: —
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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.
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.
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.
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.
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).
Except when otherwise noted, devils speak Infernal, Celestial, and Draconic.
BARBED DEVIL (HAMATULA)
A barbed devil is about 7 feet tall and weighs about 300 pounds.
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)
Every bearded devil carries a sawtoothed glaive.
A bearded devil stands 6 feet tall and weighs about 225 pounds.
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)
Bone devils stand about 9 feet tall and weigh about 500 pounds.
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.
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.
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
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.
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)
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.
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)
A horned devil is 9 feet tall and weighs about 600 pounds.
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)
An ice devil is about 12 feet tall and weighs about 700 pounds.
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
In its natural form, an imp stands almost 2 feet tall and weighs about 8 pounds.
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
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.
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
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.
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.
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.
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.
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.