no need to worry, here they are.
AVARI
FREQUENCY: Very rare
NO. APPEARING: 1-4
ARMOR CLASS: -4
MOVE: 9”/15" (MC: C)
HIT DICE: 9 + 3
% IN LAIR: 15 %
TREASURE TYPE: C
NO. OF ATTACKS: 2 claws and 1 bite
DAMAGE/ATTACK: 7-l2/7-12/7-18
SPECIAL ATTACKS: poisonous bite, screech, surprise on 1-5
SPECIAL DEFENSES: Various immunities and resistances, rarely surprised
MAGIC RESISTANCE: 35%
INTELLIGENCE: Very to high
ALIGNMENT: Neutral evil
SIZE: M (6’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: IX/5700 + 14/hp
Avari are batlike humanoids native to the Middle Lower Planes, where they are the unfortunate rivals of daemonkind for territory. There they dwell in dank caverns filled with bats, and are usually encountered in similar surroundings on the Prime Material Plane.
Avari love the taste of human flesh, and their saliva contains a powerful poison that affects the victim’s nervous system; anyone bitten by an Avari must save vs. paralyzation or writhe in agony for 4-16 rounds, with the same effect as a symbol of pain. An avari may also screech like a mobat (6" radius), but may not bite in the same round.
Avari telepathically command all bats and can summon 1-4 mobats up to three times per day. They are unaffected by non-magical weapons, paralysis, poisons, and acid attack forms, take half damage from cold, electricity, and magic missiles, but take full damage from fire.
Avari long ago dwelt in a central community, but their wars against daemonkind shattered their unity and forced them to exist as isolated clans in the most desolate reaches of their planes. They do not deserve pity, for the avari are among the cruelest races of the Lower Planes, and love torture for its own sake.
In the few places where avari flourish, they have set up a feudal system using slaves to satisfy their whims; as they often feed upon these serfs, the efficiency of this system is questionable. They have been known to negotiate with humans, particularly for gold (which avari crave), and will manipulate adventurers into attacking their enemies. They will usually try to eat anyone who appears incapable of resistance. Avari occasionally come to the Prime Material Plane via gates cast by other individuals, and certain forms of magic have proven successful in summoning them, through the use of the personal names which all avari possess.
Due to their acute sonar senses, avari surprise opponents on a 1-5 on a d6, and are surprised only on a 1. They see into the ultraviolet and infrared spectrums, and telepathically communicate with all creatures of low intelligence or better. They have huge leathery wings and are brown-green in color.
some preliminary stats for an avari:
Avari
Medium Outsider? (Extraplanar)
Hit Dice: 9d8+X (X hp)
Initiative: +X
Speed: 25 ft (5 squares), fly 40 ft (average)
Armor Class: 24 (+X Dex, +X natural), touch X, flat-footed X
Base Attack/Grapple: +9/+X
Attack: X
Full Attack: 2 claws +X melee (1d6+X) and bite +X melee (1d12+X plus poison)
Space/Reach: 5 ft/5 ft
Special Attacks: poison, screech, summon mobats
Special Qualities: command bats, damage reduction X/magic, darkvision 60 ft, immunity to acid, paralysis, and poison, resistance to cold X and electricity X, (resistance to magic missiles/force effects), spell resistance X, telepathy 100 ft
Saves: Fort +X Ref +X Will +X
Abilities: Str 22? (if Str is 22, then above damage ranges make sense), Dex X, Con X, Int 13, Wis X, Cha X
Skills: 108 (Listen & Move Silently bonus)
Feats: 4
Environment: Gehenna? Grey Waste?
Organization: 1-4
Challenge Rating: X
Treasure: Standard
Alignment: Usually neutral evil
Advancement: X
Level Adjustment: +X
An avari is 6 feet tall, and weighs X pounds.
An avari speaks (Abyssal, Infernal?).
COMBAT
Originally found in Dragon Magazine #101 ("Creature Catalog III," September 1985, Scott Bennie).