Here is one of the Scribes of Salbastus.
ARCHAEUS
Medium outsider (Evil)
Hit dice: 25D8+125 (237hp)
Initiative: +4 (dex)
Speed: 40ft
AC: 25 (+4dex, +6natural, +5magical)
Attacks: 2claw+30 melee (or Nightfang+34/+29/+24/+19 melee)
Damage: Claw 1d6+5+disease, Nightfang 1d6+9+status effect (see below)
Face/reach: 5ft by 5ft/5ft
Special attacks: Spells, spell-like abilities, summon yugoloth, disease
Special qualities: Damage reduction 25/+3, SR 35, yugoloth qualities
Saves: Fort+19, ref+18, will+19
Abilities: Str-20, dex-18, con-20, int-20, wis-20, cha-20
Skills: Hide+25, spellcraft+25, knowledge (arcane)+25, concentration+25, move silently+25, sense motive+25, diplomacy+25, spot+25, search+25
Feats: Combat casting, create wondrous item, craft magic arms or armor, scribe scroll, forge ring, quicken spell, maximize spell, brew potion.
Climate/terrain: Any land and underground (mainly on Hades)
Organization: Solitary, pair (Archaeus and Xantar) or squad (Archaeus plus 10-20 mezzoloths and 2-5 scalaloths)
Challenge rating: 30
Treasure: Double coins, double goods, triple items
Alignment: Neutral evil
Advancement: ---
Archaeus is one of the two scribes of Salbastus, the yugoloth lord of Pluton. Archaeus’ main job is to keep track of all the wandering souls and larvae that enter the Underworld, and to bring the powerful ones to Salbastus to either be turned into a fiend for his army or to be used as barter material.
Archaeus looks like a gaunt human with silver skin, and is always wearing a flowing red, gold trimmed robe. His head is skeletal, having no nose, ears or lips, and has a small tendril protruding from the back of the skull and flowing down between his shoulder blades. His eyes are pure white with blood red pupils. His claws are black and filled with disgusting mucus that drips on occasion.
Even though Archaeus is ordered to bring his master the powerful larvae and souls, sometimes he keeps them for his own diabolical experiments. He is a powerful mage that has created many valuable and powerful magical devices and minor artifacts. He trades most of his creations for rare arcane knowledge, hard to find spell components, and for other things that might interest him and bring him more power. His greatest known creation is the staff he wields called “Nightfang”.
Archaeus speaks and can understand all known languages.
COMBAT
Archaeus enters combat by finding a favorable advantage and blasting his foes to oblivion with his spells. He will also use his summon ability as soon as he can to overwhelm his enemies and keep them busy.
Disease (Su): Anyone hit by one of Archaeus’ claw attacks must make a save (fort DC 30) or be infected with the Gray Wasting disease (from the Manual of the Planes).
Summon Yugoloth (Sp): Once per day, Archaeus can automatically summon 2d4 mezzoloths, 1d6 nycaloths, or 1d4 scalaloths.
Yugoloth Qualities:
Immunities (Ex): Yugoloths are immune to poison and acid.
Resistances (Ex): Yugoloths have a cold, fire, and electricity resistance of 20.
Telepathy (Su): Yugoloths can communicate telepathically with any creature within 100ft that has a language.
Spell-like Abilities: At will – fear, deeper darkness, desecrate, produce flame, see invisibility, mirror image, invisibility, fog cloud, pyrotechnics, cloud kill, symbol, acid fog, analyze dweomer, true seeing, animate dead, telekinesis, greater dispelling, lightning bolt, fireball, circle of death, insanity, shadow walk, levitate, control undead, plane shift, incendiary cloud, discern location, demand, screen, etherealness, imbue with spell-like ability, and eyebite.
These abilities are as the spells cast by a 20th level sorcerer (save DC = 15 + spell level).
At will, Archaeus can use teleport without error (self plus 150 pounds) as the spell cast by a 20th level sorcerer.
Spells: Archaeus is a powerful sorcerer, and can cast the following spells per day (6/8/7/7/7/7/6/6/6/6) 0 Level – resistance, ray of frost, detect poison, detect magic, dancing lights, ghost sound, disrupt undead, arcane mark, read magic. 1st Level – identify, magic missile, sleep, charm person, mage armor. 2nd Level – arcane lock, web, blur, blindness/deafness, knock. 3rd Level – fly, haste, hold person, displacement. 4th Level – stoneskin, charm monster, improved invisibility, enervation. 5th Level – wall of iron, cone of cold, dominate person, permanency. 6th Level – guards and wards, chain lightning, mislead. 7th Level – spell turning, greater scrying, reverse gravity. 8th Level – prismatic wall, trap the soul, polymorph any object. 9th Level – imprisonment, dominate monster, time stop.
Save DC = 15 + spell level.
Nightfang: Nightfang is a minor artifact and can be wielded as a +5 weapon doing 1d6 points of damage with a critical range of 17-20*4. In addition, any who are struck by the staff are subject to an eyebite effect, as the spell cast by a 20th level sorcerer. Nightfang also has the following abilities: Summon shadows: 1/day for 1hour – summon 2d4 5HD shadows that are under the weilder’s control. Summon Nightshade: 1/day – summon 1 nightwalker that is under the wielder’s control, and remains until it is killed or dismissed.
I should have the other scribe written up fairly soon.