This material is Open Game Content, and is
licensed for public use under the terms of the Open Game License v1.0a.
|
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: At will—darkness,
dispel magic, see invisibility, greater teleport (self plus 50 pounds
of objects only). Caster level 7th.
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: 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). Caster level 20th. The save DCs
are Charisma-based.
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: 1/day—scare (DC
12), stinking cloud (DC 13). Caster level 2nd. The save DCs are
Charisma-based.
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: 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.
Caster level 14th. The save DCs are Charisma-based.
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: 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. Caster level 13th. The save DCs are Charisma-based.
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: At will—align
weapon, blade barrier (DC 23), magic weapon, project image (DC 23), polymorph,
see invisibility, telekinesis (DC 22), greater teleport (self plus
50 pounds of objects only), unholy aura (DC 25). Caster level 16th. The
save DCs are Charisma-based.
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:
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).
Caster level 12th. The save DCs are Charisma-based.
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: 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). Caster level 6th.
The save DCs are
Charisma-based.
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
other forms at will as a standard action. This ability functions as a polymorph
spell cast on itself (caster level 12th), except that a quasit does not
regain hit points for changing form, and any individual quasit can assume only
one or two forms no larger than Medium. Common forms include bat, monstrous
centipede, toad, and wolf. A quasit in alternate form loses its poison attack.
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 polymorph 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.
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: At will—charm
monster (DC 22), detect good, detect thoughts (DC 20), ethereal
jaunt (self plus 50 pounds of objects only), polymorph (humanoid
form only, no limit on duration), suggestion (DC 21), greater
teleport (self plus 50 pounds of objects only). Caster level 12th. The save
DCs are Charisma-based.
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: At will—mirror
image, telekinesis (DC 18), greater teleport (self plus 50 pounds of
objects only); 1/day—heroism. Caster level 12th. The save DCs are
Charisma-based.
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: At will—darkness,
ghost sound; 1/day— daze (DC 13), sound burst (DC 15). Caster
level 3rd. The save DCs are Charisma-based.
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: 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). Caster level 12th. The save
DCs are Charisma-based.
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: At will— greater
teleport (self plus 50 pounds of objects only). Caster level 12th.
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: At will—greater
teleport (self plus 50 pounds of objects only), dimensional anchor, fly,
invisibility (self only), major image (DC 15), wall of ice.
Caster level 12th. The save DC is Charisma-based.
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: At will—greater
teleport (self plus 50 pounds of objects only), charm monster (DC
19), minor image (DC 17), unholy blight (DC 19). Caster level
12th. The save DCs are Charisma-based.
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: 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).
Caster level 15th. The save DCs are Charisma-based.
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: 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). Caster level 13th. The save DCs
are Charisma-based.
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: At will—detect
good, detect magic, invisibility (self only); 1/day—suggestion (DC
15). Caster level 6th. The save DC is Charisma-based.
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
other forms at will as a standard action. This ability functions as a polymorph
spell cast on itself (caster level 12th), except that an imp does not
regain hit points for changing form, and an individual imp can assume only one
or two forms no larger than Medium. Common forms include 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, mindless, 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) |
AC: |
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: 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). Caster level 18th. The save DCs are Charisma-based.
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.