MonstersDark Mantle - Devourer
The stalactite above seems to break apart, revealing itself to be a creature that resembles a squid or octopus, with a stonelike shell covering its body and a tough membrane stretched between its unfolding tentacles. The darkmantle lurks near cavern roofs, waiting for prey to pass beneath. Its ability to create magical darkness makes it difficult to defeat. 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. Scholars believe the darkmantle has recently evolved from a similar but far less capable subterranean predator. 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.
A huge creature burrows through the solid rock wall. Its teardrop-shaped, rocky body glistens with slime, and it uses the blunt claws of its two great appendages to clear away the debris. The delver is a bizarre creature that lives in the depths of the earth, burrowing through solid stone with the help of a corrosive slime it secretes from its rocklike skin. Delvers are shy and mostly inoffensive, but rogue specimens with murderous streaks are not unknown. They feed on stone and may even devour creatures such as xorns and earth elementals. A delver burrowing through stone leaves behind a usable tunnel about 10 feet in diameter. The slime covering a delver’s body is highly corrosive. The creature feeds by dissolving rock with its slime and shoving the resulting goo under its body, the underside of which is almost all mouth. A delver eats rock but enjoys various nonmetallic minerals as seasonings in the same way that a human enjoys spices. Adventurers might secure information and assistance from a delver by offering it tasty minerals (usually gems) or pick-me-ups (such as coins). Metal is an intoxicant to delvers. Some delvers become addicted to metal and are a menace to miners and anyone who carries metal equipment. 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).
Demons are a race of creatures native to the Abyss, a plane of endless evil. They are ferocity personified and will attack any creature just for the sheer fun of it—even other demons. They enjoy terrifying their victims before slaying them and often devour the slain. Many demons, not satisfied with their own iniquity, take pleasure in tempting mortals to become as depraved as they are. A number of demons belong to a race (and subtype) known as the tanar’ri. The tanar’ri form the largest and most diverse group of demons, and they are the unchallenged masters of the Abyss. Tanar’ri Traits: A tanar’ri possesses the following traits (unless otherwise noted in a creature’s entry).
Except where otherwise noted, demons speak Abyssal, Celestial, and Draconic. BABAUMedium Outsider (Chaotic, Extraplanar, Evil, Tanar'ri) 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 Tanar’ri 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: Infinite Layers of the Abyss 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: —Reeking of decay, this gaunt humanoid is covered in black, leathery skin. Behind its pointed ears, a large curved horn rises out of the back of its skull. A mouth of jagged teeth takes up half of the foul creature’s head. Babaus serve as assassins that strike with a sudden ferocity. They are devious, forming careful plans before going into plans— always making sure that they do not have to engage in a fair fight. Almost every demon lord has a number of babaus employed as spies and killers. A babau is about 6 feet tall and weighs about 140 pounds. CombatBabaus are sneaky and sly. They attack the most powerful foe first, hoping to eliminate the true threats quickly and then toy with the rest. When ambushing their opponents, they make excellent use of the combination of multiple attacks and sneak attacks. A babau’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Sneak Attack (Ex): A babau can make a sneak attack like a rogue, dealing an extra 2d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the babau is flanking. Spell-Like Abilities: Caster level 7th. At will - darkness, dispel magic, see invisibility, greater teleport (self plus 50 pounds of objects only). Protective Slime (Su): A slimy red jelly coats the babau’s skin. Any weapon that touches it takes 1d8 points of acid damage from the corrosive goo, and the weapon’s hardness does not reduce this damage. A magic weapon may attempt a DC 18 Reflex save to avoid taking this damage. A creature who strikes the babau with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a DC 18 Reflex save. The save DCs are Constitution-based. Summon Tanar’ri (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. BALORLarge Outsider (Chaotic, Extraplanar, Evil, Tanar'ri) 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 Tanar’ri, 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: Infinite Layers of the Abyss 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 dark aura of power surrounds this towering humanoid with huge bat wings. Lurid flames dance over its skin. In one of its massive clawed hands, this creature bears a sword that looks sharp enough to cut even to the soul. In its other hand, it bears a whip licked by tongues of fire. Balors stand among the greatest and most terrible of the underworld creatures. They rule as generals over demonic armies. They are the masterminds of schemes to seize power and destroy the innocent. Even among their own kind, balors are feared, as they motivate their kindred to spread terror and misery. A balor stands about 12 feet tall. Its skin is usually dark red. It weighs about 4,500 pounds. CombatBalors love to join battle armed with their swords and whips. If they face stiff resistance, they may teleport away to loose a few spell-like effects at the foe. A balor’s +1 flaming whip is a long, flexible weapon with many tails tipped with hooks, spikes, and balls. The weapon deals bludgeoning and slashing damage, in addition to fire damage. A balor’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Death Throes (Ex): When killed, a balor explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 30 half ). This explosion automatically destroys any weapons the balor is holding. The save DC is Constitution-based. Entangle (Ex): A balor’s +1 flaming whip entangles foes much like an attack with a net. The whip has 20 hit points. The whip needs no folding. If it hits, the target and the balor immediately make opposed Strength checks; if the balor wins, it drags the target against its flaming body (see below). The target remains anchored against the balor’s body until it escapes the whip. Spell-Like Abilities: Caster level 20th. The save DCs are Charisma-based. At will
- blasphemy (DC 25), dominate monster (DC 27), greater dispel magic, greater teleport (self plus 50 pounds of objects only), insanity (DC 25), power word stun, telekinesis (DC 23), unholy aura (DC
26); 1/day
- fire storm (DC 26), implosion (DC 27). Vorpal Sword (Su): Every balor carries a +1 vorpal longsword that looks like a flame or a bolt of lightning. Summon Tanar’ri (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-RoundThe 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. BEBILITHHuge Outsider (Chaotic, Extraplanar, Evil, Tanar'ri) 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: Infinite Layers of the Abyss Organization: Solitary Challenge Rating: 10 Treasure: None Alignment: Always chaotic evil Advancement: 13–18 HD (Huge); 19–36 HD (Gargantuan) Level Adjustment: —An enormous, misshapen spider stalks out of the darkness. Its forelegs end in wicked barbs, and globs of foul goo drip from its fanged mouth. Bebiliths are enormous, predatory, arachnid demons that hunt other demons. While they favor preying upon other demons, they aren’t picky—they will stalk and attack any type of creature. 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. COMBATA 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. DRETCHSmall Outsider (Chaotic, Extraplanar, Evil, Tanar'ri) 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 Tanar’ri 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: Infinite Layers of the Abyss 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: +2This humanoid-looking creature has a squat and blubbery, almost hairless body, with pale, sickly flesh and a slack mouth full of small fangs. Dretches are pathetic but wicked creatures that spend most of their time milling about in mobs or serving as rank-and-file troops in tanar’ri armies. A dretch is about 4 feet tall and weighs about 60 pounds. Dretches cannot speak but can communicate telepathically. CombatDretches are slow, stupid, and not very effective combatants. In one-on-one combat, they rely on their damage reduction to keep them alive. In groups, they depend on sheer numbers to overcome foes and immediately summon other dretches to improve the odds in battle. They flee at the first sign of adversity unless more powerful demons are present to intimidate them into fighting. Dretches’ fear of their greater kin is stronger then even their fear of death. A dretch’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Spell-Like Abilities: Caster level 2nd. The save DCs are Charisma-based. 1/day
- scare (DC 12), stinking cloud (DC 13). Summon Tanar’ri (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. GLABREZUHuge Outsider (Chaotic, Extraplanar, Evil, Tanar'ri) 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 Tanar’ri 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: Infinite Layers of the Abyss 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: —This creature is as tall as a giant, with a broad, muscular body. Its four arms end in weapons—two with clawed hands, two with powerful pincers Its doglike head is topped with horns, and its muzzle drips with sharp fangs. Its eyes have a cold, dark, penetrating quality that suggests cunning and intelligence. 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. CombatGlabrezu prefer subterfuge to combat. However, if their attempts to entice or deceive fail, these enormous demons attack with a vengeance. They follow a confusion attack with melee attacks, hoping to finish off wounded foes with chaos hammer or unholy blight. A glabrezu’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Improved Grab (Ex): To use this ability, a glabrezu must hit a Medium or smaller opponent with a pincer attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Spell-Like Abilities: Caster level 14th. The save DCs are Charisma-based. At will
- chaos hammer (DC 19), confusion (DC 19), dispel magic, mirror image, reverse gravity (DC 22),
greater teleport (self plus 50
pounds of objects only), unholy blight
(DC 19); 1/day
- power word stun. Once per month, a glabrezu can fulfill a wish for a mortal humanoid. The demon can use this ability to offer a mortal whatever he or she desires - but unless the wish is used to create pain and suffering in the world, the glabrezu demands either terrible evil acts or great sacrifice as compensation. Summon Tanar’ri (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. HEZROULarge 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 Tanar’ri 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: Infinite Layers of the Abyss 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: +9This creature looks like a massive, roughly humanoid toad with arms in place of forelegs. Its wide mouth has rows of blunt, powerful teeth, and long spines run down the length of its back. Hezrous are demonic sergeants, overseeing the formation of armies and commanding units in battle. They don’t have the scheming instincts of the more powerful demons, but hezrous are cunning in battle. 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. CombatHezrous enjoy melee combat even more than vrocks do. They eagerly press an attack deep into the heart of enemy forces, so their stench can take effect as quickly as possible. They enter most battles by using blasphemy, and follow it with an occasional chaos hammer or unholy blight, depending on the alignment of their opponents. A hezrou’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Improved Grab (Ex): To use this ability, a hezrou must hit with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Spell-Like Abilities: Caster level 13th. The save DCs are Charisma-based. At will
- chaos hammer (DC 18), greater teleport (self plus 50 pounds of objects only), unholy blight (DC 18); 3/day
- blasphemy (DC 21), gaseous form. Stench (Ex): A hezrou’s skin produces a foul-smelling, toxic liquid whenever it fights. Any living creature (except other demons) within 10 feet must succeed on a DC 24 Fortitude save or be nauseated for as long as it remains within the affected area and for 1d4 rounds afterward. Creatures that successfully save are sickened for as long as they remain in the area. A creature that successfully saves cannot be affected again by the same hezrou’s stench for 24 hours. A delay poison or neutralize poison spell removes either condition from one creature. Creatures that have immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.. The save DC is Constitution-based. Summon Tanar’ri (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. MARILITHLarge Outsider (Chaotic, Extraplanar, Evil, Tanar'ri) 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 Tanar’ri 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: Infinite Layers of the Abyss 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: —This large, otherworldly entity appears to be an attractive female human with six arms—at least from her head to her waist. From the waist down, the creature has the body of a massive snake with green, scaly coils. Mariliths are generals and tacticians, often rivaling balors in sheer brilliance and cunning. Some also serve as chief lieutenants for major demon royalty. 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. CombatThough mariliths thrive on grand strategy and army-level tactics, they love physical combat and never pass up an opportunity to fight. Each of a marilith’s six arms can wield a weapon, and the creature gets an additional three weapon attacks with its primary arm. Mariliths seldom rush headlong into battle, however, preferring to hang back and size up the situation first. They always seek to gain the best possible advantage from the local terrain, obstacles, and any vulnerability or weakness in their opponents. A marilith’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Constrict (Ex): A marilith deals 4d6+13 points of damage with a successful grapple check. The constricted creature must succeed on a DC 27 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based. Improved Grab (Ex): To use this ability, a marilith must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict. Spell-Like Abilities: Caster level 16th. The save DCs are Charisma-based. At will
- align weapon, blade barrier (DC 23), magic weapon,
project image (DC 23), see
invisibility, telekinesis (DC 22),
greater teleport (self plus 50 pounds of objects only), unholy aura (DC 25). Summon Tanar’ri (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. NALFESHNEEHuge 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 Tanar’ri 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: Infinite Layers of the Abyss 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: —This creature is a grotesque blending of an ape and a corpulent boar. It stands on its hind legs, rising to more than three times the height of a human. It has a pair of feathered wings that seem ridiculously small compared to the rest of its body. These enormous demons await the arrival of doomed souls into the Abyss, where the nalfeshnees can judge them. Of course, nalfeshnees relish the chance to begin the punishment of the damned. A nalfeshnee can fly despite its small wings. A nalfeshnee is more than 20 feet tall and weighs 8,000 pounds. CombatWhen fulfilling their duties in the underworld, nalfeshnees usually disdain combat as being beneath them. Given the opportunity, they succumb to blood lust and do battle. They disable opponents with their smite ability and slaughter them while they can’t fight back. A nalfeshnee’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Smite (Su): Three times per day a nalfeshnee can create a nimbus of unholy light. When the demon triggers the ability, rainbow-colored beams play around its body. One round later they burst in a 60-foot radius. Any creature within this area must succeed on a DC 22 Will save or be dazed for 1d10 rounds as visions of its worst fears hound it. The creature receives its full Dexterity and shield bonuses to AC if attacked but can take no actions. Other demons are immune to this effect. The save DC is Charisma-based. Spell-Like Abilities: Caster level 12th. The save DCs are Charisma-based. At will
- call lightning (DC 18), feeblemind (DC 20), greater dispel magic, slow (DC 18), greater teleport (self
plus 50 pounds of objects only), unholy aura (DC 23). Summon Tanar’ri (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. QUASITTiny Outsider (Chaotic, Extraplanar, Evil, Tanar'ri) 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: Infinite Layers of the Abyss Organization: Solitary Challenge Rating: 2 Treasure: None Alignment: Always chaotic evil Advancement: 4–6 HD (Tiny) Level Adjustment: — (Improved Familiar)A tiny humanoid-shaped creature with spiky horns and bat wings hovers nearby. Its hands and feet are long and slender, with long, claw-tipped digits. Warts or pustules cover its greenish skin. Quasits are insidious demons from the Abyss. They are often found serving chaotic evil spellcasters as counselors and spies. In its natural form, a quasit stands about 1-1/2 feet tall and weighs about 8 pounds. Quasits speak Common and Abyssal. CombatAlthough quasits thirst for victory and power as other demons do, they are cowards at heart. They typically attack from ambush, using their alternate form ability and invisibility to get within reach, then try to scuttle away. When retreating, they use their cause fear ability to deter pursuit. A quasit’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus. Spell-Like Abilities: Caster level 6th. The save DCs are Charisma-based. At will
- detect good, detect magic, and invisibility (self
only); 1/day
- cause fear (as the spell, except that its area is a 30-foot radius from
the quasit, save DC 11). Once per week a quasit can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th). Alternate Form (Su): A quasit can assume another form at will as a standard action. Each quasit can assume one or two forms from the following list: bat, Small or Medium monstrous centipede, toad, and wolf. RETRIEVERHuge 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: Infinite Layers of the Abyss Organization: Solitary Challenge Rating: 11 Treasure: None Alignment: Always chaotic evil Advancement: 11–15 HD (Huge); 16–30 HD (Gargantuan) Level Adjustment: —This creature looks like an enormous spider, standing twice as tall as a human. Its forelegs end in massive cleavers. Four bulbous eyes, a malevolent gleam in each one, rise out of its carapace. A retriever specializes in recovering lost or desired objects, runaway slaves, and enemies and bringing them back to its master. Retrievers were created through foul sorcery to be warriors and servants to powerful demon nobles. Most scholars believe retrievers are built to resemble bebiliths. More powerful demons often use these mindless constructs to perform ugly tasks, or tasks they could not trust to their own scheming kind. A retriever has a body the size of an ox, with legs spanning more than 14 feet. It weighs about 6,500 pounds. CombatRetrievers 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. SUCCUBUSMedium Outsider (Chaotic, Extraplanar, Evil, Tanar'ri) 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 Tanar’ri 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: Infinite Layers of the Abyss Organization: Solitary Challenge Rating: 7 Treasure: Standard Alignment: Always chaotic evil Advancement: 7–12 HD (Medium) Level Adjustment: +6This creature is stunning, statuesque, and extraordinarily beautiful, with flawless skin and raven hair. Her form, so tempting, also has an otherworldly side. Large bat wings unfurl from her back, and her eyes glow with sinister desire. Succubi are the most comely of the tanar’ri (perhaps of all demons), and they live to tempt mortals. A succubus is 6 feet tall in its natural form and weighs about 125 pounds. CombatSuccubi are not warriors. They flee combat whenever they can. If forced to fight, they can attack with their claws, but they prefer to turn foes against one another. Succubi use their change shape ability to assume humanoid guise, and can maintain this deception indefinitely. Their preferred tactic when dealing with heroes is to feign friendship and create an opportunity to be alone with one of them, whereupon the succubus applies her life-draining kiss. Succubi are not above taking on the role of a damsel in distress when encountered within a dungeon. A succubus’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Change Shape (Su): A succubus can assume the form of any Small or Medium humanoid. Energy Drain (Su): A succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The succubus’s kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the succubus. The victim must succeed on a DC 21 Will save to negate the effect of the suggestion. The DC is 21 for the Fortitude save to remove a negative level. These save DCs are Charisma-based. Spell-Like Abilities: Caster level 12th. The save DCs are Charisma-based. At will
- charm monster (DC 22), detect good, detect thoughts (DC 20),
ethereal jaunt (self plus 50 pounds of objects only), suggestion (DC 21), greater teleport (self plus 50 pounds of objects only). Summon Tanar’ri (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. VROCKLarge Outsider (Chaotic, Extraplanar, Evil, Tanar'ri) 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 Tanar’ri 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: Infinite Layers of the Abyss 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: +8This creature looks like a cross between a large human and a huge vulture. It has strong, sinewy limbs covered with small gray feathers, a long neck topped with a vulture head, and vast feathered wings. Vrocks serve as guards to more powerful demons and as flying assault troops in the abyssal wars. A vrock is about 8 feet tall and weighs about 500 pounds. CombatVrocks are vicious fighters who like to fly down into the enemy and cause as much damage as possible. They prance about in battle, taking briefly to the air and bringing their clawed feet into play. Despite their advantage in mobility, the vrocks’ deep love of battle frequently leads them into melee combats against heavy odds. A vrock’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Dance of Ruin (Su): To use this ability, a group of at least three vrocks must join hands in a circle, dancing wildly and chanting. At the end of 3 rounds of dancing, a wave of crackling energy flashes outward in a 100-foot radius. All creatures except for demons within the radius take 20d6 points of damage (Reflex DC 18 half ). Stunning, paralyzing, or slaying one of the vrocks stops the dance. The save DC is Charisma-based. Spell-Like Abilities: Caster level 12th. The save DCs are Charisma-based. At will
- mirror image, telekinesis (DC 18), greater teleport
(self plus 50 pounds of objects only); 1/day
- heroism. Spores (Ex): A vrock can release masses of spores from its body once every 3 rounds as a free action. The spores automatically deal 1d8 points of damage to all creatures adjacent to the vrock. They then penetrate the skin and grow, dealing an additional 1d4 points of damage each round for 10 rounds. At the end of this time, the victim is covered with a tangle of viny growths. (The vines are harmless and wither away in 1d4 days.) A delay poison spell stops the spores’ growth for its duration. Bless, neutralize poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water. Stunning Screech (Su): Once per hour a vrock can emit a piercing screech. All creatures except for demons within a 30-foot radius must succeed on a DC 22 Fortitude save or be stunned for 1 round. The save DC is Constitution-based. Summon Tanar’ri (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.
A small, stocky dwarflike creature in studded leather armor titters and mumbles to himself. His skin is a pale blue-white color, and his bulbous white eyes have no irises or pupils. His hair is coarse and white, and a long mustache droops past his chin. Derro are degenerate and evil creatures of the underground, created from dwarf and human stock by some nameless deity of darkness and madness. Incredibly cruel and murderously insane, they enjoy taking slaves and torturing surface dwellers (especially humans) to death. 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. COMBATDerro 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.
The creature shambles forward on thick, taloned legs. Vaguely reptilian in form, its large, stooped frame ends in a mostly featureless head dominated by large ear structures and a gaping, toothless mouth. 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. Destrachans feed on death and misery. They haunt inhabited underground complexes, spreading woe for evil’s own sake. They can blast their way through stone well enough to travel beneath the surface as they wish. Sometimes a destrachan subdues its victims and brings them back to its lair for torture and imprisonment. No living thing would ever willingly ally itself with this monster, although sometimes undead or evil outsiders accompany a destrachan as it attacks and slays other creatures. 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. COMBATA 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.
The scourge of humanity and the cosmos, devils are fiends from the Nine Hells of Baator, a lawful evil realm. Devils enjoy bullying those weaker than themselves and often attack good creatures just to gain a trophy or three. The most powerful devils occupy themselves with plots to seize power, wreck civilizations, and inflict misery upon mortals. 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. The most numerous devils are the baatezu, infamous for their strength, evil temperament, and ruthlessly efficient organization. Baatezu have a rigid caste system, in which authority derives not only from power but also from station. They occupy themselves mainly with extending their influence throughout the planes by corrupting mortals. Baatezu who further this goal are usually rewarded with improved stations. Baatezu Traits: Most baatezu possesses the following traits (unless otherwise noted in a creature’s entry).
Except when otherwise noted, devils speak Infernal, Celestial, and Draconic. BARBED DEVIL (HAMATULA)Medium Outsider (Baatezu, 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 baatezu 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: Nine Hells of Baator 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: —This creature looks like a tall humanoid covered with sharp barbs, right down to the tip of its long, meaty tail. Its eyes shift and dart about, making it appear agitated or nervous. Barbed devils, also called hamatulas, serve as guardians of vaults and bodyguards to the most powerful denizens of the Nine Hells. A barbed devil is about 7 feet tall and weighs about 300 pounds. CombatBarbed 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 Baatezu (Sp): Once per day a barbed devil can attempt to summon 1d6 bearded devils or another barbed devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell. Barbed Defense (Su): Any creature striking a barbed devil with handheld weapons or natural weapons takes 1d8+6 points of piercing and slashing damage from the devil’s barbs. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way. Spell-Like Abilities: Caster level 12th. The save DCs are Charisma-based. At will
- greater teleport (self plus 50 pounds of objects only), hold person (DC 16), major image (DC 17),
scorching ray (2 rays only). 1/day
- order’s wrath (DC 18), unholy blight (DC 18). BEARDED DEVIL (BARBAZU)Medium Outsider (Baatezu, 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 baatezu 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: Nine Hells of Baator 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: +6The first thing that stands out about this creature is the massive sawtoothed glaive it carries. The creature’s pointed ears and moist, scaly skin mark it as an outsider. It has a long tail, clawed hands and feet, and a snaky, disgusting beard. Bearded devils, also called barbazu, serve as shock troops in hell’s armies, spearheading attacks by masses of lemures. Between wars, they find employment as guards and sentinels for more powerful devils. Every bearded devil carries a sawtoothed glaive. A bearded devil stands 6 feet tall and weighs about 225 pounds. CombatBearded 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 Baatezu (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 (Baatezu, 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 baatezu 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: Nine Hells of Baator 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: —This tall creature looks skeletal and wretched, almost a husk of a humanoid form, with dried skin stretched so tight as to outline and emphasize every bone. It has a fearsome, skull-like head and a tail like a scorpion’s, and a foul odor of decay hangs in the air around it. Bone devils, also called osyluths, often serve as the police and informers of the Nine Hells, monitoring other devils’ activities and reporting on their service. Bone devils stand about 9 feet tall and weigh about 500 pounds. CombatBone 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 Baatezu (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 (Baatezu, 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: Nine Hells of Baator 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: +6The clank and rattle of chains announces the arrival of this creature. It appears human in shape and size, but chains wrap it like a shroud, every length ending in a hook or a blade or a heavy ball. The chains seems to slither and slide over the creature’s form, almost as if they were alive. These chain-shrouded beings, also called kytons, are often mistaken for undead by those who liken them to the traditional shackle-rattling ghost. 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. CombatA 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. ERINYESMedium Outsider (Baatezu, 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 baatezu 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: Nine Hells of Baator 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: +7A fierce and beautiful woman, with a statuesque build and flawless skin, stands nearby. She has large, feathery wings and red, glowing eyes. She wields a longsword, and a shining red bow is strapped across her back. Rumor in the underworld tells that the first erinyes were angels who fell from their lofty heights because of some temptation or misdeed. Now, the skies of the Nine Hells are litterered with their descendants. Erinyes serve as scouts, servants, and even concubines for powerful devils. Unlike other devils, erinyes appear attractive to humans, resembling very comely women or men. They’re not above taking advantage of being mistaken for the celestials that legend says they once were. An erinyes stands about 6 feet tall and weighs about 150 pounds. Erinyes speak Infernal, Celestial, and Draconic. CombatErinyes 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 Baatezu (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 (Baatezu, 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: Nine Hells of Baator 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: —Silently, with grace and power, a creature emerges on the path ahead. It has the shape of an enormous lion, but its form consists of blinding light and fiery sparks, as though its body were made of energy and not flesh and bone. These fierce devil-cats, also called bezekiras, move about almost silently, constantly on the watch for some chance to do evil. They enjoy setting ambushes and otherwise outwitting enemies. 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. CombatA 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 (Baatezu, 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 baatezu 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: Nine Hells of Baator 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: —This creature is as big as an ogre, with a vaguely humanoid shape. Hideous scales sheathe its body. Huge wings and a snaking, prehensile tail add to its intimidating appearance. Horned devils, also called cornugons, serve as elite defense forces, the soldiers supreme of the Nine Hells. They are terrible to look upon— even to other devils. A horned devil is 9 feet tall and weighs about 600 pounds CombatHorned 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 Baatezu (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 (Baatezu, 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 baatezu 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: Nine Hells of Baator 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: —This creature looks like a tall, bipedal insect. It has clawed hands and feet, powerful mandibles, and a long, thick tail covered in razor-sharp spikes. Ice devils, also called gelugons, serve almost exclusively as troop commanders. When found without their soldiers and minions, they display a savage brutality. An ice devil is about 12 feet tall and weighs about 700 pounds. CombatAn 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 Baatezu (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. IMPTiny Outsider (Baatezu, 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: Nine Hells of Baator Organization: Solitary Challenge Rating: 2 Treasure: None Alignment: Always lawful evil Advancement: 4–6 HD (Tiny) Level Adjustment: — (Improved Familiar)A tiny humanoid with leathery batwings, a barbed tail, and sharp, twisted horns flutters at about eye level, winking into sight from out of thin air. Imps are insidious devils. They are often found serving lawful evil spellcasters as advisors and spies. In its natural form, an imp stands almost 2 feet tall and weighs about 8 pounds. CombatImps 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. LEMUREMedium Outsider (Baatezu, Evil, Extraplanar, Lawful) Hit Dice: 2d8 (9 hp) Initiative: +0 Speed: 20 ft. (4 squares) Armor Class: 14 (+4 natural) touch 10, flat-footed 14 Base Attack/Grapple: +2/+2 Attack: Claw +2 melee (1d4) Full Attack: 2 claws +2 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Damage reduction 5/good or silver, darkvision 60 ft., immunity to fire and poison, mindless, resistance to acid 10 and cold 10, see in darkness Saves: Fort +3, Ref +3, Will +3 Abilities: Str 10, Dex 10, Con 10, Int —, Wis 11, Cha 5 Environment: Nine Hells of Baator 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: —The creature surges forward, not unlike a molten mass of flesh oozing across the ground. It has a human-shaped head and torso, but its body is a shapeless mass below the waist. A permanent expression of anguish twists across its face. Lemures are pathetic creatures that mainly serve as slaves and conscript troops for more powerful baatezu. 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. CombatLemures 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 FIENDLarge Outsider (Baatezu, Evil, Extraplanar, Lawful) Hit Dice: 18d8+144 (225 hp) Initiative: +12 Speed: 40 ft. (8 squares), fly 60 ft. (average) Armor Class: 40 (–1 size, +8 Dex, +23 natural) touch 17, flat-footed 32 Base Attack/Grapple: +18/+35 Attack: Claw +30 melee (2d8+13) Full Attack: 2 claws +30 melee (2d8+13) and 2 wings +28 melee (2d6+6) and bite +28 melee (4d6+6 plus poison plus disease) and tail slap +28 melee (2d8+6) Space/Reach: 10 ft./10 ft. Special Attacks: Constrict 2d8+26, fear aura, improved grab, spell-like abilities, summon baatezu 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: Nine Hells of Baator 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: —Cloaked in fire and as tall as two humans, this hulking monster spreads its batlike wings and cracks its whiplike tail. Great scales cover its body like armor. It smiles, revealing large fangs that drip with a hissing venom. Pit fiends are the undisputed lords of the baatezu, masters of creating fear in mortals and devils alike. 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. CombatPit 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 Baatezu (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-RoundA 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 baatezu. 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.
This tall, skeletal creature has strands of mummified flesh hanging from its bones. Imprisoned within the creature’s rib cage is a tiny figure, clearly in agony. Devourers are massive creatures every bit as evil as they look. They lurk on the Ethereal Plane and the Astral Plane, stalking both natives and travelers with equal sadistic glee. The tiny figure in the rib cage is the trapped essence of a slain opponent, which is consumed like firewood to sustain the monster’s unnatural life. A devourer is about 9 feet tall and weighs 500 pounds. Devourers speak Common. COMBATEven 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. |