Monsters D-Des

Morrus

Well, that was fun
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MONSTERS (D-De)

DARKMANTLE


Small Magical Beast
Hit Dice:
1d10+1 (6 hp)
Initiative:
+4
Speed:
20 ft. (4 squares), fly 30 ft. (poor)
Armor Class:
17 (+1 size, +6 natural), touch 11, flat-footed 17
Base Attack/Grapple:
+1/+0
Attack:
Slam +5 melee (1d4+4)
Full Attack:
Slam +5 melee (1d4+4)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Darkness, improved grab, constrict 1d4+4
Special Qualities:
Blindsight 90 ft.
Saves:
Fort +3, Ref +2, Will +0
Abilities:
Str 16, Dex 10, Con 13, Int 2, Wis 10, Cha 10
Skills:
Hide +10, Listen +5*, Spot +5*
Feats:
Improved Initiative
Environment:
Underground
Organization:
Solitary, pair, clutch (3–9), or swarm (6–15)
Challenge Rating:
1
Treasure:
None
Alignment:
Always neutral
Advancement:
2–3 HD (Small)
Level Adjustment:

The darkmantle hangs from a ceiling by a muscular “foot” at the top of its body. It can look like a stalactite, by holding its tentacles stiffly under itself, or like a lump of rock, spreading its tentacles so the membrane between them covers its body. Its shell and skin usually resemble limestone, but a darkmantle can change its color to match almost any type of stony background.
A darkmantle is about 4 feet long from the tips of its tentacles to the top of its head. It weighs about 30 pounds.
COMBAT
A darkmantle attacks by dropping onto its prey and wrapping its tentacles around the opponent’s head. Once attached, it squeezes and tries to suffocate the foe. A darkmantle that misses its initial attack often flies up and tries to drop on the opponent again.
Darkness (Su): Once per day a darkmantle can cause darkness as the darkness spell (caster level 5th). It most often uses this ability just before attacking.
Improved Grab (Ex): To use this ability, a darkmantle must hit a Large or smaller creature with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
If it wins the grapple check, it attaches to the opponent’s head and can constrict.
Constrict (Ex): A darkmantle deals 1d4+4 points of damage with a successful grapple check.
Blindsight (Ex): A darkmantle can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allows it to ascertain objects and creatures within 90 feet. A silence spell negates this ability and effectively blinds the darkmantle.
Skills: A darkmantle has a +4 racial bonus on Listen and Spot checks.
These bonuses are lost if its blindsight is negated. The creature’s variable coloration gives it a +4 racial bonus on Hide checks.

DELVER


Huge Aberration
Hit Dice:
15d8+78 (145 hp)
Initiative:
+5
Speed:
30 ft. (6 squares), burrow 10 ft.
Armor Class:
24 (–2 size, +1 Dex, +15 natural), touch 9, flat-footed 23
Base Attack/Grapple:
+11/+27
Attack:
Slam +17 melee (1d6+8 plus 2d6 acid)
Full Attack:
2 slams +17 melee (1d6+8 plus 2d6 acid)
Space/Reach:
15 ft./10 ft.
Special Attacks:
Corrosive slime
Special Qualities:
Darkvision 60 ft., immunity to acid, stone shape, tremorsense 60 ft.
Saves:
Fort +12, Ref +6, Will +11
Abilities:
Str 27, Dex 13, Con 21, Int 14, Wis 14, Cha 12
Skills:
Knowledge (dungeoneering) +14, Knowledge (nature) +4, Listen +20, Move Silently +17, Spot +20, Survival +14 (+16 underground)
Feats:
Alertness, Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Toughness
Environment:
Underground
Organization:
Solitary
Challenge Rating:
9
Treasure:
None
Alignment:
Usually neutral
Advancement:
16–30 HD (Huge); 31–45 HD (Gargantuan)
Level Adjustment:

A delver is about 15 feet long and 10 feet wide. It weighs about 6,000 pounds.
Delvers speak Terran and Undercommon.
COMBAT
A delver prefers to fight from its tunnel, which it uses to protect its flanks while lashing out with its flippers.
A delver expecting trouble may honeycomb an area with tunnels, leaving most closed with layers of stone 1 or 2 inches thick.
The delver can quickly dissolve the stone cover and pop up to attack unexpectedly.
Corrosive Slime (Ex): A delver produces a mucuslike slime that contains a highly corrosive substance. The slime is particularly effective against stone. A delver’s mere touch deals 2d6 points of acid damage to organic creatures or objects. Against metallic creatures or objects, a delver’s slime deals 4d8 points of damage, and against stony creatures (including earth elementals) or objects it deals 8d10 points of damage. A slam attack by a delver leaves a patch of slime that deals 2d6 points of damage on contact and another 2d6 points of damage in each of the next 2 rounds. A large quantity (at least a quart) of water or weak acid, such as vinegar, washes off the slime. An opponent’s armor and clothing dissolve and become useless immediately unless the wearer succeeds on a DC 22 Reflex save. Weapons that strike a delver also dissolve immediately unless the wielder succeeds on a DC 22 Reflex save. A creature attacking a delver with natural weapons takes damage from its slime each time an attack hits unless the creature succeeds on a DC 22 Reflex save. These save DCs are Constitution-based.
Stone Shape (Ex): A delver can alter its slime to temporarily soften stone instead of dissolving it. Once every 10 minutes, a delver can soften and shape up to 25 cubic feet of stone, as a stone shape spell (caster level 15th).

DEMON
Demons are a race of creatures native to chaotic evil-aligned planes. They are ferocity personified and will attack any creature just for the sheer fun of it—even other demons.
Demon Traits: Most demons possess the following traits (unless otherwise noted in a creature’s entry).
Immunity to electricity and poison.
Resistance to acid 10, cold 10, and fire 10.
Summon (Sp): Many demons share the ability to summon others of their kind (the success chance and type of demon summoned are noted in each monster description). Demons are often reluctant to use this power until in obvious peril or extreme circumstances.
Telepathy.
Except where otherwise noted, demons speak Abyssal, Celestial, and Draconic.

BABAU


Medium Outsider (Chaotic, Extraplanar, Evil)
Hit Dice:
7d8+35 (66 hp)
Initiative:
+1
Speed:
30 ft. (6 squares)
Armor Class:
19 (+1 Dex, +8 natural), touch 11, flat-footed 18
Base Attack/Grapple:
+7/+12
Attack:
Claw +12 melee (1d6+5)
Full Attack:
2 claws +12 melee (1d6+5) and bite +7 melee (1d6+2)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Sneak attack +2d6, spell-like abilities, summon demon
Special Qualities:
Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, protective slime, resistance to acid 10, cold 10, and fire 10, spell resistance 14, telepathy 100 ft.
Saves:
Fort +10, Ref +6, Will +6
Abilities:
Str 21, Dex 12, Con 20, Int 14, Wis 13, Cha 16
Skills:
Climb +15, Disable Device +12, Disguise +13, Escape Artist +11, Hide +19, Listen +19, Move Silently +19, Open Lock +11, Search +20, Sleight of Hand +11, Survival +1 (+3 following tracks), Use Rope +1 (+3 with bindings)
Feats:
Cleave, Multiattack, Power Attack
Environment:
A chaotic evil-aligned plane
Organization:
Solitary or gang (3–6)
Challenge Rating:
6
Treasure:
Standard
Alignment:
Always chaotic evil
Advancement:
8–14 HD (Large); 15–21 HD (Huge)
Level Adjustment:

A babau is about 6 feet tall and weighs about 140 pounds.
Combat
Babaus are sneaky and sly. They attack the most powerful foe first, hoping to eliminate the true threats quickly and then toy with the rest. When ambushing their opponents, they make excellent use of the combination of multiple attacks and sneak attacks.
A babau’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Sneak Attack (Ex): A babau can make a sneak attack like a rogue, dealing an extra 2d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the babau is flanking.
Spell-Like Abilities: At will—darkness, dispel magic, see invisibility, greater teleport (self plus 50 pounds of objects only). Caster level 7th.
Protective Slime (Su): A slimy red jelly coats the babau’s skin. Any weapon that touches it takes 1d8 points of acid damage from the corrosive goo, and the weapon’s hardness does not reduce this damage. A magic weapon may attempt a DC 18 Reflex save to avoid taking this damage. A creature who strikes the babau with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a DC 18 Reflex save. The save DCs are Constitution-based.
Summon Demon (Sp):Once per day a babau can attempt to summon 1 babau with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.
Skills: Babaus have a +8 racial bonus on Hide, Listen, Move Silently, and Search checks.

BALOR


Large Outsider (Chaotic, Extraplanar, Evil)
Hit Dice:
20d8+200 (290 hp)
Initiative:
+11
Speed:
40 ft. (8 squares), fly 90 ft. (good)
Armor Class:
35 (–1 size, +7 Dex, +19 natural), touch 16, flat-footed 28
Base Attack/Grapple:
+20/+36
Attack:
+1 vorpal longsword +33 melee (2d6+8/19–20)
Full Attack:
+1 vorpal longsword +31/+26/+21/+16 melee (2d6+8/19–20) and +1 flaming whip +30/+25 melee (1d4+4 plus 1d6 fire plus entangle); or 2 slams +31 melee (1d10+7)
Space/Reach:
10 ft./10 ft. (20 ft. with +1 flaming whip)
Special Attacks:
Death throes, entangle, spell-like abilities, summon demon, vorpal sword
Special Qualities:
Damage reduction 15/cold iron and good, darkvision 60 ft., flaming body, immunity to electricity, fire, and poison, resistance to acid 10 and cold 10, spell resistance 28, telepathy 100 ft., true seeing
Saves:
Fort +22, Ref +19, Will +19
Abilities:
Str 35, Dex 25, Con 31, Int 24, Wis 24, Cha 26
Skills:
Bluff +31, Concentration +33, Diplomacy +35, Disguise +8 (+10 acting), Hide +26, Intimidate +33, Knowledge (any two) +30, Listen +38, Move Silently +30, Search +30, Sense Motive +30, Spellcraft +30 (+32 scrolls), Spot +38, Survival +7 (+9 following tracks), Use Magic Device +31 (+33 scrolls)
Feats:
Cleave, Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Quicken Spell-Like Ability (telekinesis), Two-Weapon Fighting, Weapon Focus (longsword)
Environment:
A chaotic evil-aligned plane
Organization:
Solitary or troupe (1 balor, 1 marilith, and 2–5 hezrous)
Challenge Rating:
20
Treasure:
Standard coins; double goods; standard items, plus +1 vorpal greatsword and +1 flaming whip
Alignment:
Always chaotic evil
Advancement:
21–30 HD (Large); 31–60 HD (Huge)
Level Adjustment:

A balor stands about 12 feet tall. Its skin is usually dark red. It weighs about 4,500 pounds.
Combat
Balors love to join battle armed with their swords and whips. If they face stiff resistance, they may teleport away to loose a few spell-like effects at the foe.
A balor’s +1 flaming whip is a long, flexible weapon with many tails tipped with hooks, spikes, and balls. The weapon deals bludgeoning and slashing damage, in addition to fire damage.
A balor’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Death Throes (Ex):When killed, a balor explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 30 half ). This explosion automatically destroys any weapons the balor is holding. The save DC is Constitution-based.
Entangle (Ex): A balor’s +1 flaming whip entangles foes much like an attack with a net. The whip has 20 hit points. The whip needs no folding. If it hits, the target and the balor immediately make opposed Strength checks; if the balor wins, it drags the target against its flaming body (see below). The target remains anchored against the balor’s body until it escapes the whip.
Spell-Like Abilities: At will— blasphemy (DC 25), dominate monster (DC 27), greater dispel magic, greater teleport (self plus 50 pounds of objects only), insanity (DC 25), power word stun, telekinesis (DC 23), unholy aura (DC 26); 1/day—fire storm (DC 26), implosion (DC 27). Caster level 20th. The save DCs are Charisma-based.
Vorpal Sword (Su): Every balor carries a +1 vorpal longsword that looks like a flame or a bolt of lightning.
Summon Demon (Sp): Once per day a balor can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor. This ability is the equivalent of a 9th-level spell.
Flaming Body (Su): The body of a balor is wreathed in flame.
Anyone grappling a balor takes 6d6 points of fire damage each round.
True Seeing (Su): Balors have a continuous true seeing ability, as the spell (caster level 20th).
Skills: Balors have a +8 racial bonus on Listen and Spot checks.
Tactics Round-by-Round
The balor is most effective as a ranged combatant, using its spell-like abilities to attack from a distance.
Prior to combat: Unholy aura.
Round 1: Fire storm or implosion and quickened telekinesis, or summon additional demons. If the balor does not deem itself seriously threatened, it conserves abilities usable only once per day and uses blasphemy instead.
Round 2: Insanity or power word stun.
Round 3: Full melee attack with weapons, including entangle with whip.
Round 4: Teleport or fly away with entangled foe to reestablish range; repeat round 1 and continue.
A balor who wants to drive off or neutralize a party without slaying its foes avoids lethal attacks.
Prior to combat: Unholy aura.
Round 1: Dominate monster.
Round 2: Power word stun.
Round 3: Insanity or telekinesis to incapacitate or repel a dangerous opponent.
Round 4: Teleport or fly away to reestablish range; repeat round 1 and continue.

BEBILITH


Huge Outsider (Chaotic, Extraplanar, Evil)
Hit Dice:
12d8+96 (150 hp)
Initiative:
+5
Speed:
40 ft. (8 squares), climb 20 ft.
Armor Class:
22 (–2 size, +1 Dex, +13 natural), touch 9, flat-footed 21
Base Attack/Grapple:
+12/+29
Attack:
Bite +19 melee (2d6+9 plus poison) or web +11 ranged
Full Attack:
Bite +19 melee (2d6+9 plus poison) and 2 claws +14 melee (2d4+4); or web +11 ranged
Space/Reach:
15 ft./10 ft.
Special Attacks:
Poison, rend armor, web
Special Qualities:
Damage reduction 10/good, darkvision 60 ft., plane shift, scent, telepathy 100 ft.
Saves:
Fort +16, Ref +9, Will +9
Abilities:
Str 28, Dex 12, Con 26, Int 11, Wis 13, Cha 13
Skills:
Climb +24, Diplomacy +3, Hide +16, Jump +28, Listen +16, Move Silently +16, Search +15, Sense Motive +16, Spot +16, Survival +1 (+3 following tracks)
Feats:
Cleave, Improved Initiative, Improved Grapple, Power Attack, Track
Environment:
A chaotic evil-aligned plane
Organization:
Solitary
Challenge Rating:
10
Treasure:
None
Alignment:
Always chaotic evil
Advancement:
13–18 HD (Huge); 19–36 HD (Gargantuan)
Level Adjustment:

Bebiliths are enormous, predatory, arachnid demons that hunt other demons. A bebilith has a body the size of a plow horse, with legs spanning more than 14 feet. It weighs more than two tons.
Bebiliths understand but do not speak Abyssal. Their telepathy allows them to communicate silently with one another.
COMBAT
A bebilith attacks any creature it sees. It usually picks one target and concentrates its attacks on that opponent, using its webs to isolate the target from its comrades. Should the bebilith become overwhelmed by tougher opponents, it often attempts to bite one or more of its victims and retreats, allowing its poison to do its work.
A bebilith’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 24, initial damage 1d6 Con, secondary damage 2d6 Con. Bebilith venom is highly perishable, losing its potency and becoming inert, foul-smelling goo almost as soon as it comes into contact with air. The save DC is Constitution-based.
Rend Armor (Ex): If a bebilith hits with both claw attacks, it pulls apart any armor worn by its foe. This attack deals 4d6+18 points of damage to the opponent’s armor. Creatures not wearing armor are unaffected by this special attack. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check.
Web (Ex): A bebilith can throw a web up to four times per day. This is similar to an attack with a net but has a maximum range of 30 feet, with a range increment of 10 feet. This attack is effective against targets of up to Gargantuan size. The web anchors the target in place, allowing no movement.
An entangled creature can escape with a DC 24 Escape Artist check or burst the web with a DC 24 Strength check. The check DCs are Constitution-based. The web has 14 hit points and hardness 0. There is a 75% chance that the webbing will not burn if any sort of fire is applied to it (check each round).
Plane Shift (Su): This ability affects only the bebilith. It is otherwise similar to the spell (caster level 12th).
Skills: A bebilith has mottled coloration that gives it a +8 racial bonus on Hide checks.

DRETCH


Small Outsider (Chaotic, Extraplanar, Evil)
Hit Dice:
2d8+4 (13 hp)
Initiative:
+0
Speed:
20 ft. (4 squares)
Armor Class:
16 (+1 size, +5 natural), touch 11, flat-footed 16
Base Attack/Grapple:
+2/–1
Attack:
Claw +4 melee (1d6+1)
Full Attack:
2 claws +4 melee (1d6+1) and bite +2 melee (1d4)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Spell-like abilities, summon demon
Special Qualities:
Damage reduction 5/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, telepathy 100 ft.
Saves:
Fort +5, Ref +3, Will +3
Abilities:
Str 12, Dex 10, Con 14, Int 5, Wis 11, Cha 11
Skills:
Hide +9, Listen +5, Move Silently +5, Spot +5, Search +2, Survival +0 (+2 following tracks)
Feats:
Multiattack
Environment:
A chaotic evil-aligned plane
Organization:
Solitary, pair, gang (3–5), crowd (6–15), or mob (10–40)
Challenge Rating:
2
Treasure:
None
Alignment:
Always chaotic evil
Advancement:
3–6 HD (Small)
Level Adjustment:
+2
A dretch is about 4 feet tall and weighs about 60 pounds.
Dretches cannot speak but can communicate telepathically.
Combat
Dretches are slow, stupid, and not very effective combatants. In one-on-one combat, they rely on their damage reduction to keep them alive. In groups, they depend on sheer numbers to overcome foes and immediately summon other dretches to improve the odds in battle. They flee at the first sign of adversity unless more powerful demons are present to intimidate them into fighting. Dretches’ fear of their greater kin is stronger then even their fear of death.
A dretch’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: 1/day—scare (DC 12), stinking cloud (DC 13). Caster level 2nd. The save DCs are Charisma-based.
Summon Demon (Sp): Once per day a dretch can attempt to summon another dretch with a 35% chance of success. This ability is the equivalent of a 1st-level spell.
Telepathy (Su): Dretches can communicate telepathically with creatures within 100 feet that speak Abyssal.

GLABREZU


Huge Outsider (Chaotic, Extraplanar, Evil)
Hit Dice:
12d8+120 (174 hp)
Initiative:
+0
Speed:
40 ft. (8 squares)
Armor Class:
27 (–2 size, +19 natural) touch 8, flat-footed 27
Base Attack/Grapple:
+12/+30
Attack:
Pincers +20 melee (2d8+10)
Full Attack:
2 pincers +20 melee (2d8+10) and 2 claws +18 melee (1d6+5) and bite +18 melee (1d8+5)
Space/Reach:
15 ft./15 ft.
Special Attacks:
Improved grab, spell-like abilities, summon demon
Special Qualities:
Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 21, telepathy 100 ft., true seeing
Saves:
Fort +18, Ref +8, Will +11
Abilities:
Str 31, Dex 10, Con 31, Int 16, Wis 16, Cha 20
Skills:
Bluff +22, Concentration +25, Diplomacy +9, Disguise +5 (+7 acting), Intimidate +24, Knowledge (any two) +18, Listen +26, Move Silently +18, Search +18, Sense Motive +18, Spellcraft +18, Spot +26, Survival +3 (+5 following tracks)
Feats:
Cleave, Great Cleave, Multiattack, Persuasive, Power Attack
Environment:
A chaotic evil-aligned plane
Organization:
Solitary or troupe (1 glabrezu, 1 succubus, and 2–5 vrocks)
Challenge Rating:
13
Treasure:
Standard coins; double goods; standard items
Alignment:
Always chaotic evil
Advancement:
13–18 HD (Huge); 19–36 HD (Gargantuan)
Level Adjustment:

Like succubi, glabrezu tempt victims into ruin, but they lure their prey with power or wealth rather than passion.
Glabrezu have penetrating violet eyes, and their skin color ranges from deep russet to pitch black. A glabrezu stands about 15 feet tall and weighs about 5,500 pounds.
Combat
Glabrezu prefer subterfuge to combat. However, if their attempts to entice or deceive fail, these enormous demons attack with a vengeance. They follow a confusion attack with melee attacks, hoping to finish off wounded foes with chaos hammer or unholy blight.
A glabrezu’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Improved Grab (Ex): To use this ability, a glabrezu must hit a Medium or smaller opponent with a pincer attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Spell-Like Abilities: At will—chaos hammer (DC 19), confusion (DC 19), dispel magic, mirror image, reverse gravity (DC 22), greater teleport (self plus 50 pounds of objects only), unholy blight (DC 19); 1/day—power word stun. Caster level 14th. The save DCs are Charisma-based.
Once per month, a glabrezu can fulfill a wish for a mortal humanoid. The demon can use this ability to offer a mortal whatever he or she desires—but unless the wish is used to create pain and suffering in the world, the glabrezu demands either terrible evil acts or great sacrifice as compensation.
Summon Demon (Sp): Once per day a glabrezu can attempt to summon 4d10 dretches or 1d2 vrocks with a 50% chance of success, or another glabrezu with a 20% chance of success. This ability is the equivalent of a 4th-level spell.
True Seeing (Su): Glabrezu continuously use true seeing as the spell (caster level 14th).
Skills: Glabrezu have a +8 racial bonus on Listen and Spot checks.

HEZROU


Large Outsider (Chaotic, Extraplanar, Evil)
Hit Dice:
10d8+93 (138 hp)
Initiative:
+0
Speed:
30 ft. (6 squares)
Armor Class:
23 (–1 size, +14 natural) touch 9, flat-footed 23
Base Attack/Grapple:
+10/+19
Attack:
Bite +14 melee (4d4+5)
Full Attack:
Bite +14 melee (4d4+5) and 2 claws +9 melee (1d8+2)
Space/Reach:
10 ft./10 ft.
Special Attacks:
Spell-like abilities, stench, improved grab, summon demon
Special Qualities:
Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 19, telepathy 100 ft.
Saves:
Fort +16, Ref +7, Will +9
Abilities:
Str 21, Dex 10, Con 29, Int 14, Wis 14, Cha 18
Skills:
Climb +18, Concentration +22, Hide +13, Escape Artist +13, Intimidate +17, Listen +23, Move Silently +13, Search +15, Spellcraft +15, Spot +23, Survival +2 (+4 following tracks), Use Rope +0 (+2 with bindings)
Feats:
Blind-Fight, Cleave, Power Attack, Toughness
Environment:
A chaotic evil-aligned plane
Organization:
Solitary or gang (2–4)
Challenge Rating:
11
Treasure:
Standard
Alignment:
Always chaotic evil
Advancement:
11–15 HD (Large); 16–30 HD (Huge)
Level Adjustment:
+9
A hezrou can walk both upright and on all fours, but it always fights standing up
A hezrou is about 8 feet tall and weighs about 750 pounds.
Combat
Hezrous enjoy melee combat even more than vrocks do. They eagerly press an attack deep into the heart of enemy forces, so their stench can take effect as quickly as possible. They enter most battles by using blasphemy, and follow it with an occasional chaos hammer or unholy blight, depending on the alignment of their opponents.
A hezrou’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Improved Grab (Ex): To use this ability, a hezrou must hit with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Spell-Like Abilities: At will—chaos hammer (DC 18), greater teleport (self plus 50 pounds of objects only), unholy blight (DC 18); 3/day—blasphemy (DC 21), gaseous form. Caster level 13th. The save DCs are Charisma-based.
Stench (Ex): A hezrou’s skin produces a foul-smelling, toxic liquid whenever it fights. Any living creature (except other demons) within 10 feet must succeed on a DC 24 Fortitude save or be nauseated for as long as it remains within the affected area and for 1d4 rounds afterward. Creatures that successfully save are sickened for as long as they remain in the area. A creature that successfully saves cannot be affected again by the same hezrou’s stench for 24 hours. A delay poison or neutralize poison spell removes either condition from one creature. Creatures that have immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.. The save DC is Constitution-based.
Summon Demon (Sp): Once per day a hezrou can attempt to summon 4d10 dretches or another hezrou with a 35% chance of success. This ability is the equivalent of a 4th-level spell.
Skills: Hezrous have a +8 racial bonus on Listen and Spot checks.

MARILITH


Large Outsider (Chaotic, Extraplanar, Evil)
Hit Dice:
16d8+144 (216 hp)
Initiative:
+4
Speed:
40 ft. (8 squares)
Armor Class:
29 (–1 size, +4 Dex, +16 natural), touch 13, flat-footed 25
Base Attack/Grapple:
+16/+29
Attack:
Longsword +25 melee (2d6+9/19–20) or slam +24 melee (1d8+9) or tail slap +24 melee (4d6+9)
Full Attack:
Primary longsword +25/+20/+15/+10 melee (2d6+9/19–20) and 5 longswords +25 melee (2d6+4/19–20) and tail slap +22 melee (4d6+4); or 6 slams +24 melee (1d8+9) and tail slap +22 melee (4d6+4)
Space/Reach:
10 ft./10 ft.
Special Attacks:
Constrict 4d6+13, improved grab, spell-like abilities, summon demon
Special Qualities:
Damage reduction 10/good and cold iron, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 25, telepathy 100 ft.
Saves:
Fort +19, Ref +14, Will +14
Abilities:
Str 29, Dex 19, Con 29, Int 18, Wis 18, Cha 24
Skills:
Bluff +26, Concentration +28, Diplomacy +30, Disguise +7 (+9 acting), Hide +19, Intimidate +28, Listen +31, Move Silently +23, Search 23, Sense Motive +23, Spellcraft +23 (+25 scrolls), Spot +31, Survival +4 (+6 following tracks), Use Magic Device +26 (+28 scrolls)
Feats:
Combat Expertise, Combat Reflexes, Multiattack, Multiweapon Fighting, Power Attack, Weapon Focus (longsword)
Environment:
A chaotic evil-aligned plane
Organization:
Solitary or pair
Challenge Rating:
17
Treasure:
Standard coins; double goods; standard items, plus 1d4 magic weapons
Alignment:
Always chaotic evil
Advancement:
17–20 HD (Large); 21–48 HD (Huge)
Level Adjustment:

A marilith usually holds a longsword in each of its six hands and wears many bangles and jewels.
A marilith stands about 9 feet tall and measures about 20 feet from head to tip of tail. It weighs about 4,000 pounds.
Combat
Though mariliths thrive on grand strategy and army-level tactics, they love physical combat and never pass up an opportunity to fight. Each of a marilith’s six arms can wield a weapon, and the creature gets an additional three weapon attacks with its primary arm. Mariliths seldom rush headlong into battle, however, preferring to hang back and size up the situation first. They always seek to gain the best possible advantage from the local terrain, obstacles, and any vulnerability or weakness in their opponents.
A marilith’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Constrict (Ex): A marilith deals 4d6+13 points of damage with a successful grapple check. The constricted creature must succeed on a DC 27 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.
Improved Grab (Ex): To use this ability, a marilith must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.
Spell-Like Abilities: At will—align weapon, blade barrier (DC 23), magic weapon, project image (DC 23), polymorph, see invisibility, telekinesis (DC 22), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 25). Caster level 16th. The save DCs are Charisma-based.
Summon Demon (Sp): Once per day a marilith can attempt to summon 4d10 dretches, 1d4 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or another marilith with a 20% chance of success. This ability is the equivalent of a 5th-level spell.
True Seeing (Su): Mariliths continuously use this ability, as the spell (caster level 16th).
Skills: Mariliths have a +8 racial bonus on Listen and Spot checks.
Feats: In combination with its natural abilities, a marilith’s Multiweapon Fighting feat allows it to attack with all its arms at no penalty.

NALFESHNEE


Huge Outsider (Chaotic, Extraplanar, Evil)
Hit Dice:
14d8+112 (175 hp)
Initiative:
+1
Speed:
30 ft. (6 squares), fly 40 ft. (poor)
Armor Class:
27 (–2 size, +1 Dex, +18 natural) touch 9, flat-footed 26
Base Attack/Grapple:
+14/+29
Attack:
Bite +20 melee (2d8+7)
Full Attack:
Bite +20 melee (2d8+7) and 2 claws +17 melee (1d8+3)
Space/Reach:
15 ft./15 ft.
Special Attacks:
Smite, spell-like abilities, summon demon
Special Qualities:
Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 22, telepathy 100 ft., true seeing
Saves:
Fort +17, Ref +10, Will +15
Abilities:
Str 25, Dex 13, Con 27, Int 22, Wis 22, Cha 20
Skills:
Bluff +22, Concentration +25, Diplomacy +26, Disguise +5 (+7 acting), Hide +10, Intimidate +22, Knowledge (arcana) +23, Listen +31, Move Silently +18, Search +23, Sense Motive +23, Spellcraft +25 (+27 scrolls), Spot +31, Survival +6 (+8 following tracks), Use Magic Device +22 (+24 scrolls)
Feats:
Cleave, Improved Bull Rush, Multiattack, Power Attack, Weapon Focus (bite)
Environment:
A chaotic evil-aligned plane
Organization:
Solitary or troupe (1 nalfeshnee, 1 hezrou, and 2–5 vrocks)
Challenge Rating:
14
Treasure:
Standard coins; double goods; standard items
Alignment:
Always chaotic evil
Advancement:
15–20 HD (Huge); 21–42 HD (Gargantuan)
Level Adjustment:

A nalfeshnee can fly despite its small wings.
A nalfeshnee is more than 20 feet tall and weighs 8,000 pounds.
Combat
When fulfilling their duties in the underworld, nalfeshnees usually disdain combat as being beneath them. Given the opportunity, they succumb to blood lust and do battle. They disable opponents with their smite ability and slaughter them while they can’t fight back.
A nalfeshnee’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Smite (Su): Three times per day a nalfeshnee can create a nimbus of unholy light. When the demon triggers the ability, rainbow-colored beams play around its body. One round later they burst in a 60-foot radius. Any creature within this area must succeed on a DC 22 Will save or be dazed for 1d10 rounds as visions of its worst fears hound it. The creature receives its full Dexterity and shield bonuses to AC if attacked but can take no actions. Other demons are immune to this effect. The save DC is Charisma-based.
Spell-Like Abilities: At will—call lightning (DC 18), feeblemind (DC 20), greater dispel magic, slow (DC 18), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 23). Caster level 12th. The save DCs are Charisma-based.
Summon Demon (Sp): Twice per day a nalfeshnee can attempt to summon 1d4 vrocks, 1d4 hezrous, or one glabrezu with a 50% chance of success, or another nalfeshnee with a 20% chance of success. This ability is the equivalent of a 5th-level spell.
True Seeing (Su): Nalfeshnees continuously use true seeing, as the spell (caster level 14th).
Skills: Nalfeshnees have a +8 racial bonus on Listen and Spot checks.

QUASIT


Tiny Outsider (Chaotic, Extraplanar, Evil)
Hit Dice:
3d8 (13 hp)
Initiative:
+7
Speed:
20 ft. (4 squares), fly 50 ft. (perfect)
Armor Class:
18 (+2 size, +3 Dex, +3 natural), touch 15, flat-footed 15
Base Attack/Grapple:
+3/–6
Attack:
Claw +8 melee (1d3–1 plus poison)
Full Attack:
2 claws +8 melee (1d3–1 plus poison) and bite +3 melee (1d4–1)
Space/Reach:
2-1/2 ft./0 ft.
Special Attacks:
Poison, spell-like abilities
Special Qualities:
Alternate form, damage reduction 5/cold iron or good, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 10
Saves:
Fort +3, Ref +6, Will +4
Abilities:
Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10
Skills:
Bluff +6, Diplomacy +2, Disguise +0 (+2 acting), Hide +17, Intimidate +2, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +6
Feats:
Improved Initiative, Weapon Finesse
Environment:
A chaotic evil-aligned plane
Organization:
Solitary
Challenge Rating:
2
Treasure:
None
Alignment:
Always chaotic evil
Advancement:
4–6 HD (Tiny)
Level Adjustment:
(Improved Familiar)
In its natural form, a quasit stands about 1-1/2 feet tall and weighs about 8 pounds.
Quasits speak Common and Abyssal.
Combat
Although quasits thirst for victory and power as other demons do, they are cowards at heart. They typically attack from ambush, using their alternate form ability and invisibility to get within reach, then try to scuttle away. When retreating, they use their cause fear ability to deter pursuit.
A quasit’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.
Spell-Like Abilities: At will—detect good, detect magic, and invisibility (self only); 1/day—cause fear (as the spell, except that its area is a 30-foot radius from the quasit, save DC 11). Caster level 6th.
The save DCs are Charisma-based.
Once per week a quasit can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).
Alternate Form (Su): A quasit can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 12th), except that a quasit does not regain hit points for changing form, and any individual quasit can assume only one or two forms no larger than Medium. Common forms include bat, monstrous centipede, toad, and wolf. A quasit in alternate form loses its poison attack.

RETRIEVER


Huge Construct (Extraplanar)
Hit Dice:
10d10+80 (135 hp)
Initiative:
+3
Speed:
50 ft. (10 squares)
Armor Class:
21 (–2 size, +3 Dex, +10 natural), touch 11, flat-footed 18
Base Attack/Grapple:
+7/+25
Attack:
Claw +15 melee (2d6+10) and eye ray +8 ranged touch
Full Attack:
4 claws +15 melee (2d6+10) and bite +10 melee (1d8+5) and eye ray +8 ranged touch
Space/Reach:
15 ft./10 ft.
Special Attacks:
Eye rays, find target, improved grab
Special Qualities:
Construct traits, darkvision 60 ft., fast healing 5, low-light vision
Saves:
Fort +3, Ref +6, Will +3
Abilities:
Str 31, Dex 17, Con —, Int —, Wis 11, Cha 1
Skills:

Feats:

Environment:
A chaotic evil-aligned plane
Organization:
Solitary
Challenge Rating:
11
Treasure:
None
Alignment:
Always chaotic evil
Advancement:
11–15 HD (Huge); 16–30 HD (Gargantuan)
Level Adjustment:

A retriever specializes in recovering lost or desired objects, runaway slaves, and enemies and bringing them back to its master. A retriever has a body the size of an ox, with legs spanning more than 14 feet. It weighs about 6,500 pounds.
Combat
Retrievers attack with four claws, but their eye rays are far more deadly.
Eye Rays (Su): A retriever’s eyes can produce four different magical rays with a range of 100 feet. Each round, it can fire one ray as a free action. A particular ray is usable only once every 4 rounds. A retriever can fire an eye ray in the same round that it makes physical attacks. The save DC for all rays is 18. The save DC is Dexterity-based.
The four eye effects are:
Fire: Deals 12d6 points of fire damage to the target (Reflex half ).
Cold: Deals 12d6 points of cold damage to the target (Reflex half ).
Electricity: Deals 12d6 points of electricity damage to the target (Reflex half ).
Petrification: The target must succeed on a Fortitude save or turn to stone permanently.
Find Target (Sp): When ordered to find an item or a creature, a retriever does so unerringly, as though guided by discern location.
The being giving the order must have seen (or must have an item belonging to) the creature to be found, or must have touched the object to be located. This ability is the equivalent of an 8th-level spell.
Improved Grab (Ex): To use this ability, a retriever must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and grips the opponent fast in its mouth. This is the method by which it usually “retrieves” things.

SUCCUBUS


Medium Outsider (Chaotic, Extraplanar, Evil)
Hit Dice:
6d8+6 (33 hp)
Initiative:
+1
Speed:
30 ft. (6 squares), fly 50 ft. (average)
Armor Class:
20 (+1 Dex, +9 natural), touch 11, flat-footed 19
Base Attack/Grapple:
+6/+7
Attack:
Claw +7 melee (1d6+1)
Full Attack:
2 claws +7 melee (1d6+1)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Energy drain, spell-like abilities, summon demon
Special Qualities:
Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 18, telepathy 100 ft., tongues
Saves:
Fort +6, Ref +6, Will +7
Abilities:
Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 26
Skills:
Bluff +19, Concentration +10, Diplomacy +12, Disguise +17* (+19 acting), Escape Artist +10, Hide +10, Intimidate +19, Knowledge (any one) +12, Listen +19, Move Silently +10, Search +12, Spot +19, Survival +2 (+4 following tracks), Use Rope +1 (+3 with bindings)
Feats:
Dodge, Mobility, Persuasive
Environment:
A chaotic evil-aligned plane
Organization:
Solitary
Challenge Rating:
7
Treasure:
Standard
Alignment:
Always chaotic evil
Advancement:
7–12 HD (Medium)
Level Adjustment:
+6
A succubus is 6 feet tall in its natural form and weighs about 125 pounds.
Combat
Succubi are not warriors. They flee combat whenever they can. If forced to fight, they can attack with their claws, but they prefer to turn foes against one another. Succubi use their polymorph ability to assume humanoid guise, and can maintain this deception indefinitely. Their preferred tactic when dealing with heroes is to feign friendship and create an opportunity to be alone with one of them, whereupon the succubus applies her life-draining kiss. Succubi are not above taking on the role of a damsel in distress when encountered within a dungeon.
A succubus’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Energy Drain (Su): A succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The succubus’s kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the succubus. The victim must succeed on a DC 21 Will save to negate the effect of the suggestion. The DC is 21 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.
Spell-Like Abilities: At will—charm monster (DC 22), detect good, detect thoughts (DC 20), ethereal jaunt (self plus 50 pounds of objects only), polymorph (humanoid form only, no limit on duration), suggestion (DC 21), greater teleport (self plus 50 pounds of objects only). Caster level 12th. The save DCs are Charisma-based.
Summon Demon (Sp): Once per day a succubus can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd-level spell.
Tongues (Su): A succubus has a permanent tongues ability (as the spell, caster level 12th). Succubi usually use verbal communication with mortals.
Skills: Succubi have a +8 racial bonus on Listen and Spot checks.
*While using her polymorph ability, a succubus gains a +10 circumstance bonus on Disguise checks.

VROCK


Large Outsider (Chaotic, Extraplanar, Evil)
Hit Dice:
10d8+70 (115 hp)
Initiative:
+2
Speed:
30 ft. (6 squares), fly 50 ft. (average)
Armor Class:
22 (–1 size, +2 Dex, +11 natural), touch 11, flat-footed 20
Base Attack/Grapple:
+10/+20
Attack:
Claw +15 melee (2d6+6)
Full Attack:
2 claws +15 melee (2d6+6) and bite +13 melee (1d8+3) and 2 talons +13 melee (1d6+3)
Space/Reach:
10 ft./10 ft.
Special Attacks:
Dance of ruin, spell-like abilities, spores, stunning screech, summon demon
Special Qualities:
Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 17, telepathy 100 ft.
Saves:
Fort +14, Ref +9, Will +10
Abilities:
Str 23, Dex 15, Con 25, Int 14, Wis 16, Cha 16
Skills:
Concentration +20, Diplomacy +5, Hide +11, Intimidate +16, Knowledge (any one) +15, Listen +24, Move Silently +15, Search +15, Sense Motive +16, Spellcraft +15, Spot +24, Survival +3 (+5 following tracks)
Feats:
Cleave, Combat Reflexes, Multiattack, Power Attack
Environment:
A chaotic evil-aligned plane
Organization:
Solitary, pair, gang (3–5), or squad (6–10)
Challenge Rating:
9
Treasure:
Standard
Alignment:
Always chaotic evil
Advancement:
11–14 HD (Large); 15–30 HD (Huge)
Level Adjustment:
+8
A vrock is about 8 feet tall and weighs about 500 pounds.
Combat
Vrocks are vicious fighters who like to fly down into the enemy and cause as much damage as possible. They prance about in battle, taking briefly to the air and bringing their clawed feet into play. Despite their advantage in mobility, the vrocks’ deep love of battle frequently leads them into melee combats against heavy odds.
A vrock’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Dance of Ruin (Su): To use this ability, a group of at least three vrocks must join hands in a circle, dancing wildly and chanting.
At the end of 3 rounds of dancing, a wave of crackling energy flashes outward in a 100-foot radius. All creatures except for demons within the radius take 20d6 points of damage (Reflex DC 18 half ). Stunning, paralyzing, or slaying one of the vrocks stops the dance. The save DC is Charisma-based.
Spell-Like Abilities: At will—mirror image, telekinesis (DC 18), greater teleport (self plus 50 pounds of objects only); 1/day—heroism. Caster level 12th. The save DCs are Charisma-based.
Spores (Ex): A vrock can release masses of spores from its body once every 3 rounds as a free action. The spores automatically deal 1d8 points of damage to all creatures adjacent to the vrock. They then penetrate the skin and grow, dealing an additional 1d4 points of damage each round for 10 rounds. At the end of this time, the victim is covered with a tangle of viny growths. (The vines are harmless and wither away in 1d4 days.) A delay poison spell stops the spores’ growth for its duration. Bless, neutralize poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water.
Stunning Screech (Su): Once per hour a vrock can emit a piercing screech. All creatures except for demons within a 30-foot radius must succeed on a DC 22 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.
Summon Demon (Sp): Once per day a vrock can attempt to summon 2d10 dretches or another vrock with a 35% chance of success. This ability is the equivalent of a 3rd-level spell.
Skills: Vrocks have a +8 racial bonus on Listen and Spot checks.

DERRO


Small Monstrous Humanoid
Hit Dice:
3d8+3 (16 hp)
Initiative:
+6
Speed:
20 ft. (4 squares)
Armor Class:
19 (+1 size, +2 Dex, +2 natural, +3 studded leather armor, +1 buckler), touch 13, flat-footed 17
Base Attack/Grapple:
+3/–1
Attack:
Short sword +4 melee (1d4/19–20) or repeating light crossbow +6 ranged (1d6/19–20 plus poison)
Full Attack:
Short sword +4 melee (1d4/19–20) or repeating light crossbow +6 ranged (1d6/19–20 plus poison)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Poison use, spell-like abilities, sneak attack +1d6
Special Qualities:
Madness, spell resistance 15 vulnerability to sunlight
Saves:
Fort +2, Ref +5, Will +6
Abilities:
Str 11, Dex 14, Con 13, Int 10, Wis 5*, Cha 16*
Skills:
Bluff +5, Hide +10, Listen +1, Move Silently +8
Feats:
Blind-Fight, Improved Initiative
Environment:
Underground
Organization:
Team (2–4), squad (5–8 plus 1 3rd-level sorcerer), or band (11–20 plus 30% noncombatants plus 3 3rd-level sorcerers and 1 sorcerer of 5th–8th level)
Challenge Rating:
3
Treasure:
Standard coins; double goods; standard items
Alignment:
Usually chaotic evil
Advancement:
By character class
Level Adjustment:
(+2 if sane)
Derro are afflicted by a form of racial madness, which most often manifests as delusions of grandeur coupled with an overpowering urge to inflict torment on other creatures. Derro are capable of holding their murderous impulses in check for short periods of time in order to cooperate with creatures of other races, but such arrangements rarely last more than a few weeks. Of course, no derro is capable of recognizing that he is out of his mind.
COMBAT
Derro are stealthy and bloodthirsty. They like to carefully arrange cruel traps and deadly ambushes, and strike savagely from hiding. They delight in taking captives who can be tortured to death later, and favor traps and poisons that disable without killing.
Madness (Ex): Derro use their Charisma modifier on Will saves instead of their Wisdom modifier, and have immunity to confusion and insanity effects. A derro cannot be restored to sanity by any means short of a miracle or wish spell.
*The racial madness of the derro provides a +6 bonus to their Charisma scores and a –6 penalty to their Wisdom scores. A derro restored to sanity gains 6 points of Wisdom and loses 6 points of Charisma.
Poison Use (Ex): Derro typically carry 2d4 doses of greenblood oil or Medium monstrous spider venom, applying it to their crossbow bolts. Derro are not at risk of poisoning themselves when handling poison.
Sneak Attack (Ex): Any time a derro’s opponent is denied his Dexterity bonus to AC, or if a derro flanks his opponent, he deals an extra 1d6 points of damage. This ability is just like the rogue’s sneak attack and subject to the same limitations.
Spell-Like Abilities: At will—darkness, ghost sound; 1/day— daze (DC 13), sound burst (DC 15). Caster level 3rd. The save DCs are Charisma-based.
Vulnerability to Sunlight (Ex): A derro takes 1 point of Constitution damage for every hour it is exposed to sunlight, and it dies if its Constitution score reaches 0. Lost Constitution points are recovered at the rate of 1 per every 24-hour period spent underground or otherwise sheltered from the sun.
Skills: Derro have a +4 racial bonus on Hide and Move Silently checks.

DESTRACHAN


Large Aberration
Hit Dice:
8d8+24 (60 hp)
Initiative:
+5
Speed:
30 ft. (6 squares)
Armor Class:
18 (–1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple:
+6/+14
Attack:
Claw +9 melee (1d6+4)
Full Attack:
2 claws +9 melee (1d6+4)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Destructive harmonics
Special Qualities:
Blindsight 100 ft., immunities, protection from sonics
Saves:
Fort +5, Ref +5, Will +10
Abilities:
Str 18, Dex 12, Con 16, Int 12, Wis 18, Cha 12
Skills:
Hide +8, Listen +25, Move Silently +7, Survival +9
Feats:
Dodge, Improved Initiative, Lightning Reflexes
Environment:
Underground
Organization:
Solitary or pack (3–5)
Challenge Rating:
8
Treasure:
None
Alignment:
Usually neutral evil
Advancement:
9–16 HD (Large); 17–24 HD (Huge)
Level Adjustment:

The dungeon-dwelling destrachan looks like some bizarre, nonintelligent beast, but it’s an incredibly evil and crafty sadist. A destrachan has a pair of complex, three-part ears that it can adjust to be more or less sensitive to various sounds. It is blind, yet hunts with a sense of hearing more precise than most creatures’ sight.
From its tubular mouth a destrachan emits carefully focused harmonics, producing sonic energy so powerful it can shatter a stone wall. So skilled is a destrachan at controlling the sounds it emits that it can choose what type of material to affect with its attack.
A destrachan is about 10 feet long from its mouth to the tip of the tail and weighs about 4,000 pounds.
A destrachan speaks no language but understands Common. If a destrachan must communicate, it does so through action.
COMBAT
A destrachan uses its claws only as a last resort or to finish off foes weakened by its sonic attacks. It often enters battle with surprise if possible. It first focuses on destroying metal armor and weapons and then changes to harmonics that disrupt flesh.
Destructive Harmonics (Su): A destrachan can blast sonic energy in a cone up to 80 feet long. It can also use this attack to affect any creatures or objects within a 30-foot radius. It can tune the harmonics of this destructive power to affect different types of targets. All save DCs are Charisma-based.
Flesh: Disrupting tissue and rending bone, this attack deals 4d6 points of damage to all within the area (Reflex DC 15 half ).
Nerves: A destrachan can focus its harmonics to knock out foes rather than slay them. This attack deals 6d6 points of nonlethal damage to all within the area (Reflex DC 15 half ).
Material: When using this form of harmonics, a destrachan chooses wood, stone, metal, or glass. All objects made of that material within the area must succeed on a DC 15 Fortitude save or shatter. Objects (or portions of objects) that have up to 30 hit points are potentially affected by this attack.
Blindsight (Ex): A destrachan can use hearing to ascertain all foes within 100 feet as a sighted creature would.
Immunities: Destrachans have immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Protection from Sonics (Ex): While they can be affected by loud noises and sonic spells (such as ghost sound or silence), destrachans are less vulnerable to sonic attacks (+4 circumstance bonus on all saves) because they can protect their ears. A destrachan whose sense of hearing is impaired is effectively blinded, and all targets are treated as having total concealment.
Skills: A destrachan has a +10 racial bonus on Listen checks.
 

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