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URIDEZU
Medium Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Hit Dice: 7d8+28 (59 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 20 (+5 Dex, +5 natural), touch 15, flat-footed 15
Base Attack/Grapple: +6/+8
Attack: Claw +11 melee (1d4+1)
Full Attack: 2 claws +11 melee (1d4+1) and bite +6 melee (1d6 plus paralysis) and tail slap +6 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Paralysis, sneak attack +1d6, spell-like abilities, summon tanar’ri, whip tail
Special Qualities: Damage reduction 5/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10 and cold 10 and fire 10, rat empathy, scent, spell resistance 14, telepathy 100 ft.
Saves: Fort +9, Ref +10, Will +7
Abilities: Str 13, Dex 21, Con 19, Int 13, Wis 14, Cha 16
Skills: Balance +7, Climb +11, Concentration +14, Hide +19, Jump +3, Listen +16, Move Silently +19, Search +11, Spot +12, Survival +12 (+14 when following tracks), Tumble +15
Feats: Combat Expertise, Improved Trip, Weapon Finesse
Environment: Infinite Layers of the Abyss
Organization: Solitary, pack (2-5), or troupe (2-5 plus 6-12 dire rats)
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 8-14 HD (medium); 6-21 HD (large)
Before you stands what appears to be a cross between a rat and a small man. Its head is that of a rat’s, while its body is mostly humanoid, save for its long tail. Its body is completely hairless and covered in a dusky, almost pink leathery hide. Its eyes glow with a feral gleam and white saliva drips from its long, rat mouth.
Uridezu are among the most common of demons encountered outside the Abyss. They are often to sent to the Material Plane by more powerful demons to act as spies and harbingers of chaos and mischief. They often set themselves up as lords of wererats or leaders of carnivorous packs of rats.
Uridezu stand almost 5 and a half feet tall and weigh roughly 140 pounds.
COMBAT
Uridezu are consummate cowards. They love to set up ambushes and attack when conditions are in their favor. They especially hate fighting with even odds and often retreat until they have a better command of the situation.
A uridezu’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.
Paralysis (Su): Those hit by a uridezu’s bite attack must succeed at a Fort save (DC 17) or become paralyzed for 3d4 rounds. The save DC is Constitution based.
Rat Empathy (Su): Uridezu have an inborn control over rats and dire rats. Rats and dire rats will never knowingly attack a uridezu, even if commanded to. They can also command and rebuke rats and dire rats as a 7th-level cleric commands and rebukes undead (6 times per day, +3 to turning check, 2d6+10 turning damage). Also, a uridezu has a +4 racial bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with rat-like creatures, such as wererats. This bonus is not reflected in the above statistics.
Sneak Attack (Ex): Anytime a uridezu’s target is denied its Dexterity bonus, or when it is flanked by the uridezu, it deals an additional +1d6 points of damage on a successful melee attack. The uridezu flanks as a 1st-level rogue.
Spell-like Abilities: At will – darkness, greater teleport (self plus 50 pounds of objects only); 3/day – summon swarm (rat swarm only); 1/day – unholy blight (DC 17). Caster level 9th. The save DC’s are Charisma based.
Summon Tanar’ri (Sp): Once per day, a uridezu can attempt to summon 1d3 dretch or another uridezu with a 45% chance of success. This is the equivalent of a 3rd-level spell.
Whip Tail (Ex): If the uridezu successfully hits an opponent with its tail slap attack it can either attempt to trip the opponent (+7 check modifier) or disarm the opponent (+4 check modifier) without provoking attacks of opportunity or needing to make a touch attack (for the trip attempt). The check modifiers include a +2 racial bonus.
Skills: Uridezu have a +4 racial bonus on Hide, Move Silently, and Listen checks.
Conversion notes:
3.0 conversion found in the Manual of the Planes.
HD: Same. Overall HP change from 38 (3.0) to 59 (3.5)
AC: Increased Nat. Armor bonus to +2 from +5. (overall AC change from 15 (3.0) to 20 (3.5)
Attacks: Increased damage of the tail whip from 1d2+1 to 1d4
Stats: Increased Dex from 17 from 21, Increased Con from 13 to 19, Increased Int from 8 to 13, Cha changed from 14 to 16
Abilities: Added Sneat Attack, made whip tail more useful, made rat empathy more useful. Added the following SLA: greater teleport, and summon swarm. Removed desecrate and detect good. Changed summon tanar'ri.
Skills and Feats: Increased number of skills and feats due to revision change and Int increase.
CR: Same.
Medium Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Hit Dice: 7d8+28 (59 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 20 (+5 Dex, +5 natural), touch 15, flat-footed 15
Base Attack/Grapple: +6/+8
Attack: Claw +11 melee (1d4+1)
Full Attack: 2 claws +11 melee (1d4+1) and bite +6 melee (1d6 plus paralysis) and tail slap +6 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Paralysis, sneak attack +1d6, spell-like abilities, summon tanar’ri, whip tail
Special Qualities: Damage reduction 5/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10 and cold 10 and fire 10, rat empathy, scent, spell resistance 14, telepathy 100 ft.
Saves: Fort +9, Ref +10, Will +7
Abilities: Str 13, Dex 21, Con 19, Int 13, Wis 14, Cha 16
Skills: Balance +7, Climb +11, Concentration +14, Hide +19, Jump +3, Listen +16, Move Silently +19, Search +11, Spot +12, Survival +12 (+14 when following tracks), Tumble +15
Feats: Combat Expertise, Improved Trip, Weapon Finesse
Environment: Infinite Layers of the Abyss
Organization: Solitary, pack (2-5), or troupe (2-5 plus 6-12 dire rats)
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 8-14 HD (medium); 6-21 HD (large)
Before you stands what appears to be a cross between a rat and a small man. Its head is that of a rat’s, while its body is mostly humanoid, save for its long tail. Its body is completely hairless and covered in a dusky, almost pink leathery hide. Its eyes glow with a feral gleam and white saliva drips from its long, rat mouth.
Uridezu are among the most common of demons encountered outside the Abyss. They are often to sent to the Material Plane by more powerful demons to act as spies and harbingers of chaos and mischief. They often set themselves up as lords of wererats or leaders of carnivorous packs of rats.
Uridezu stand almost 5 and a half feet tall and weigh roughly 140 pounds.
COMBAT
Uridezu are consummate cowards. They love to set up ambushes and attack when conditions are in their favor. They especially hate fighting with even odds and often retreat until they have a better command of the situation.
A uridezu’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.
Paralysis (Su): Those hit by a uridezu’s bite attack must succeed at a Fort save (DC 17) or become paralyzed for 3d4 rounds. The save DC is Constitution based.
Rat Empathy (Su): Uridezu have an inborn control over rats and dire rats. Rats and dire rats will never knowingly attack a uridezu, even if commanded to. They can also command and rebuke rats and dire rats as a 7th-level cleric commands and rebukes undead (6 times per day, +3 to turning check, 2d6+10 turning damage). Also, a uridezu has a +4 racial bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with rat-like creatures, such as wererats. This bonus is not reflected in the above statistics.
Sneak Attack (Ex): Anytime a uridezu’s target is denied its Dexterity bonus, or when it is flanked by the uridezu, it deals an additional +1d6 points of damage on a successful melee attack. The uridezu flanks as a 1st-level rogue.
Spell-like Abilities: At will – darkness, greater teleport (self plus 50 pounds of objects only); 3/day – summon swarm (rat swarm only); 1/day – unholy blight (DC 17). Caster level 9th. The save DC’s are Charisma based.
Summon Tanar’ri (Sp): Once per day, a uridezu can attempt to summon 1d3 dretch or another uridezu with a 45% chance of success. This is the equivalent of a 3rd-level spell.
Whip Tail (Ex): If the uridezu successfully hits an opponent with its tail slap attack it can either attempt to trip the opponent (+7 check modifier) or disarm the opponent (+4 check modifier) without provoking attacks of opportunity or needing to make a touch attack (for the trip attempt). The check modifiers include a +2 racial bonus.
Skills: Uridezu have a +4 racial bonus on Hide, Move Silently, and Listen checks.
Conversion notes:
3.0 conversion found in the Manual of the Planes.
HD: Same. Overall HP change from 38 (3.0) to 59 (3.5)
AC: Increased Nat. Armor bonus to +2 from +5. (overall AC change from 15 (3.0) to 20 (3.5)
Attacks: Increased damage of the tail whip from 1d2+1 to 1d4
Stats: Increased Dex from 17 from 21, Increased Con from 13 to 19, Increased Int from 8 to 13, Cha changed from 14 to 16
Abilities: Added Sneat Attack, made whip tail more useful, made rat empathy more useful. Added the following SLA: greater teleport, and summon swarm. Removed desecrate and detect good. Changed summon tanar'ri.
Skills and Feats: Increased number of skills and feats due to revision change and Int increase.
CR: Same.
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