New critter, angry demon.
Varthighur
Medium Outsider (evil, extraplanar, tanar’ri)
Hit Dice: 12d8+48 (102 hp)
Initiative: +7
Speed: 50 ft.
Armor Class: 22 (+3 Dex, +9 natural), touch 13, flat-footed 19
Base Attack/Grapple: +12/+14
Attack: claw +15 melee (1d8+2/19-20) or stinger +12 melee (1d6+1 plus poison)
Full Attack: 2 claws +15 melee (1d8+2/19-20) and 2 stingers +12 melee (1d6+1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fury’s parasite, infuriating gaze, poison, spell-like abilities
Special Qualities: Damage reduction 10/good, immunity to electricity and poison, read temper, resistance to acid 10, cold 10, and fire 10, spell resistance 25, telepathy 100 ft.
Saves: Fort +12, Ref +11, Will +10
Abilities: Str 15, Dex 16, Con 19, Int 16, Wis 15, Cha 18
Skills: Bluff +19, Climb +17, Concentration +19, Diplomacy +6, Intimidate +21, Jump +25, Knowledge (religion) +18, Knowledge (the planes) +18, Listen +17, Sense Motive +17, Spot +17, Survival +17 (+19 on the planes)
Feats: Ability Focus (infuriating gaze), Improved Critical (claw), Multiattack, Power Attack, Weapon Focus (claw)
Environment: Any (Infinite Layers of the Abyss)
Organization: Solitary or team (2-5)
Challenge Rating: 13
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 13-24 HD (Medium)
Vaguely humanoid, this black-skinned creature has powerful clawed arms and hoofed legs. Two segmented tentacles grow from its shoulders, both ending in a poison dripping stinger. The fiends head is a wrinkled mass of black flesh, topped by a crown of nine short red horns. Devoid of any other facial features, it has a vertical chain of four red burning eyes down the front of its head.
A barbarian’s nightmare, varthighurs feed on other creatures’ anger. These aggressive, brutal, and sadistic fiends were originally created by demon lords as a countermeasure against barbazu shock troops in the blood war. Their abilities enable them to short work of an entire squad of breaded devils.
A Varthighur that finds its way to the Prime Material Plane will often subjugate tribes of savage humanoids and become a dreaded warlord.
Varthighurs in positions of power have also been known to create arenas and battlegrounds where they host brutal fights, gorging itself on the released rage of the combatants.
Combat:
(In the following ability descriptions rage and frenzy refer to any class ability, racial ability, or spell effect that works like a barbarians rage or a frenzied berserker’s frenzy ability. Raging and frenzied creatures refers to creatures under the effect of such abilities.)
Fury’s Parasite (Su): At the beginning of each round, as an immediate action, a varthighur can increase its size depending on the number of raging or frenzied characters within 40 feet.
If one such character is within 40 feet, a varthighur can increase its size to Large. 3, 7, or 15 raging or frenzied characters allow a varthighur to increase its size to Huge, Gargantuan, and Colossal respectively. On top of that, for each size category above Medium, two new stingers grow from a varthighur’s shoulders.
Apply the following changes to a varthighur’s statistics based on the number of raging or frenzied creatures within 40 ft.:
1 to 2 raging or frenzied creatures:
Large Outsider; 12d8+72; 126 hp; AC: 22 (-1 Size, +2 Dex, +11 natural), touch 11, flat-footed 20; Grp +22, Atk claw +18 (2d6+6/19-20); Full Atk 2 claws +18 (2d6+6/19-20) and 4 stingers +15 (1d8+3 plus poison);Space/reach 10ft./10 ft.; SV Fort +14, Ref +10; Str 23, Dex 14, Con 23; Climb +21, Jump +29; The save DC for its poison attack becomes 22.
3 to 6 raging or frenzied creatures:
Huge Outsider ; 12d8+96; 150 hp; AC: 23 (-2 Size, +1 Dex, +14 natural), touch 9, flat-footed 22; Grp +30, Atk claw +21 (3d6+10/19-20); Full Atk 2 claws +21 (3d6+10/19-20) and 6 stingers +18 (2d6+5 plus poison);Space/reach 15ft./15 ft.; SV Fort +16, Ref +9; Str 31, Dex 12, Con 27; Climb +25, Jump +33; The save DC for its poison attack becomes 24.
7 to 14 raging or frenzied creatures:
Gargantuan Outsider ; 12d8+120; 174 hp; AC: 25 (-4 Size, +1 Dex, +18 natural), touch 7, flat-footed 24; Grp +38, Atk claw +23 (4d6+14/19-20); Full Atk 2 claws +23 (4d6+14/19-20) and 8 stingers +20 (3d6+7 plus poison);Space/reach 20ft./20 ft.; SV Fort +18, Ref +9; Str 39, Dex 12, Con 31; Climb +29, Jump +37; The save DC for its poison attack becomes 26.
15 or more raging or frenzied creatures:
Colossal Outsider ; 12d8+144; 198 hp; AC: 26 (-8 Size, +1 Dex, +23 natural), touch 3, flat-footed 25; Grp +46, Atk claw +23 (6d6+18/19-20); Full Atk 2 claws +23 (6d6+18/19-20) and 10 stingers +20 (4d6+9 plus poison);Space/reach 30ft./30 ft.; SV Fort +20, Ref +9; Str 47, Dex 12, Con 35; Climb +33, Jump +41; The save DC for its poison attack becomes 28.
If the number of frenzied or raging creatures within 40 ft. of the varthighur drops below the minimum number necessary for its current size, the demon shrinks to the next biggest size that can be supported.
Infuriating Gaze (Su): Rage; 30 ft.; Will DC 22 negates.
The affected creatures gain +2 to Strength, suffer -2 to AC, and are unable to perform actions that require concentration, just like in a barbarians rage. The rage last 12 rounds and at the end of it the creature is fatigued. A varthighur can activate or deactivate its gaze as a swift action.
This is a mind-affecting ability. Characters that are already raging or using a frenzy ability are unaffected by the gaze. The save DC is Charisma-based.
Poison (Ex): Stinger, Fort DC 20, initial and secondary damage are 1d6 Wis. The save DC is Constitution-based.
Read Temper (Ex): A varthighur gains a +5 insight bonus on armor class against creatures under the effect of a rage or frenzy ability. (This bonus is not included in the stat block.)
Spell-like Abilities (Sp): At will –
dispel magic,
fly,
freedom of movement,
greater teleport(self plus 50 pounds of objects only). Caster level 12th.