Vrock (Tanar'ri) of Possession
Large Outsider (Chaotic, Evil)
6th Fiend of Possession

Hit Dice: 16d8+128 (200 hp)
Initiative: +1 (Dex)
Speed: 30 ft., fly 50 ft. (average)
AC: 21 (-1 size, +1 Dex, +11 natural) touch 10, flat-footed 20
Base Attack/Grapple: +13/+23
Attack: Claw +18 melee (2d6+6)
Full Attacks: 2 claws +18 melee (2d6+6 plus 1 vile) and bite +16 melee (1d8+3 plus 1 vile), 2 talons +16 melee (1d6+3 plus 1 vile)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, spores, screech, dance of ruin, summon demon
Special Qualities: Damage reduction 10/good, SR 17, poison and electricity immunity, cold, fire, and acid resistance 10, telepathy 100 ft., ethereal form, hide presence, possess object, curse, magic item, control object, animate object, possess creature, ally or enemy, possess noncontinuous object, control creature
Saves:  Fort +27, Ref +15, Will +19
Abilities: Str 23, Dex 13, Con 27, Int 18, Wis 18, Cha 21
Skills: Bluff +19, Concentration +21, Diplomacy +14, Disguise +11, Intimidate +18, Hide +18, Knowledge (arcana) +17, Listen +15, Move Silently +14, Search +17, Sense Motive +17, Spellcraft +17, Spot +25, Survival +3 (+5 following tracks)
Feats: Cleave, Combat Reflexes, Dark Speech, Multiattack, Power Attack, Vile Natural Attack

Environment:  Infinite Layers of the Abyss
Organization: Solitary, gang (2-4), or squad (6-10)
Challenge Rating: 14
Treasure: Standard
Alignment: Chaotic evil
Advancement: 11-14 HD (Large); 15-30 HD (Huge)

Spell-Like Abilities: At will: mirror image, telekinesis (DC 20), and greater teleport (self plus 50 pounds of objects only). 1 per day - heroism. These abilities are as the spells cast by a 12th-level sorcerer.

Spores (Ex): A vrock can release masses of spores from its body once every 3 rounds. The spores automatically deal 1d8 points of damage to all creatures within 5 feet of the vrock. They then penetrate the skin and grow, dealing an additional 1d2 points of damage each round for 10 rounds. At the end of this time, the victim is covered with a tangle of viny growths. 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. Every creature within a 30-foot radius must succeed at a Fortitude save (DC 23) or be stunned for 1 round.

Dance of Ruin (Su): To use this ability, a group of three or more vrocks join hands in a circle, dancing wildly and chanting. If they dance for 3 rounds, a wave of crackling energy flashes outward in a 100-foot radius. All nondemon creatures within the radius take 2d20 points of damage (Reflex half DC 20). Forcing the vrocks to break the circle stops the dance.

Summon Demon (Sp): Once per day a vrock can attempt to summon 2d10 dretches or another vrock with a 35% chance of success.

Skills: Vrocks receive a +8 racial bonus to Listen and Spot checks.

Ethereal Form (Su): At will, she can become ethereal, as though using etherealness as cast by an 18th level sorceress.

Hide Presence (Ex):  When in possession of an object or creature, she can attempt to hide her presence by making special Hide check, using Int instead of Dex as the modifier.  She can pass through magic circle against evil, avoid detect evil, and even pass through a forbiddance.

Possess Object (Su): When ethereal, she can possess an object on the material plane so long as it is at least Tiny and no larger than Gargantuan.  See Fiend Folio, page 205 for more details.

Curse (Su): Anyone touching the object possessed by this fiend must make a Will save or fall under the effect of a bestow curse spell.

Magic Item (Su): This fiend can make a possessed weapon or armor function as a magic item, with a value of up to +2.  If it is already magical, then she can add +2 to its bonuses.  This can help her possess mortals that own the item, for every day the creature uses or keeps the item, the save DC against possession increases by one, to a maximum of +10.  A character can make a search check (DC 25) while examining the item to tell that there is "something strange" about it.

Control Object (Su): When possessing an object with some inherent mobility, a fiend of possession can control the object's movement, if it has moving parts.  Exerting control is itself a free action, though actually moving an object requires a move action.

Animate Object (Su): A fiend of possession can force an object with no inherent moving parts to animate, effectively animating it as with the animate objects spell.  See the description of animated objects in the Monster Manual.

Possess Creature (Su): The fiend can possess creatures as well as objects.  The fiend must be in ethereal form and adjacent to its target, and must use a standard action to attempt possession.