Revised Demons/Daemons/Devils Part Deux!


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Pants

First Post
Morbyluth (Plague Devil)

The next four monsters are not conversions, but new devils.

MORBYLUTH (PLAGUE DEVIL)
Huge Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 16d8+144 (216 hp)
Initiative: +5
Speed: 50 ft. (10 squares), burrow 20 ft.
Armor Class: 34 (-2 size, +5 Dex, +21 natural), touch 13, flat-footed 29
Base Attack/Grapple: +16/+36
Attack: Bite +26 melee (2d8+12)
Full Attack: Bite +26 melee (2d8+12) and 4 claws +24 melee (1d8+6 x4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Augmented critical, aura of disease, fear aura, spell-like abilities, summon baatezu
Special Qualities: Damage reduction 10/silver and good, darkvision 60 ft., immunity to diseases, fire, and poison, resistance to acid 10 and cold 10, regeneration 5, see in darkness, see invisibility, spell resistance 30, telepathy 100 ft., vulnerability to spells
Saves: Fort +19, Ref +15, Will +14
Abilities: Str 34, Dex 21, Con 29, Int 18, Wis 18, Cha 22
Skills: Climb +31, Concentration +28, Diplomacy +27, Intimidate +25, Jump +39, Knowledge (the planes) +23, Listen +23, Search +23, Sense Motive +23, Spellcraft +23, Spot +23, Survival +23 (+25 on other planes and when following tracks)
Feats: Ability Focus (Aura of Disease), Cleave, Combat Reflexes, Multiattack, Power Attack, Quicken Spell-Like Ability (unholy blight)
Environment: Nine Hells of Baator
Organization: Solitary
Challenge Rating: 18
Treasure: Standard coins; double items
Alignment: Always lawful evil
Advancement: 17-32 HD (Huge); 33-48 HD (Gargantuan)

Resembling some great, scaled millipede, the monstrous creature rears up before you, its four scythe-like forelimbs clacking and clattering in anticipation. A large, circular maw, ringed with teeth, makes of up most of the creature’s head. A pair of multifaceted, black eyes jut from both sides of its head. A shuddering convulsion runs along its body, which suddenly registers as inhuman laughter to your senses.

Morbyluths (often called plague devils) live in Maladomini, the seventh layer of Hell, where they crawl through the endless mine shafts and brackish canals that dot the landscape searching for food. They sate themselves on the dead bodies of interlopers, bloated and befouled by the swirling aura of disease that constantly surrounds them. To the morbyluths, to devour an uncorrupted body is to waste a meal. The body must first seethe and rot before it can truly be enjoyed.

Rumors persist that the morbyluths originated from the buzzing swarms of infernal insects that surround the bloated, slug-like form of Baalezebul and the refuse heaps left in his foul wake. The powerful, hellish energies that suffused the area around the Archdevil caused some of those insects to warp and mutate. The insects lost their wings and fell to the ground where they began to bloat and grow large in size, malice, and intellect until they turned into their current centipede-like forms.

Whether this was an accident or caused by the careful manipulation of the Archdevil, none can say, however, the morbyluths are completely loyal to Baalezebul. They have even been encountered with alarming regularity on other layers of Hell and some of the other Lower Planes, most notably Carceri and Gehenna.

Morbyluths are about 20 feet long and with a body 8 feet wide. It weighs about 11,000 pounds.

COMBAT
Despite their brutish, insectile appearances, morbyluths are surprisingly canny. Its favorite tactic is to hide in ambush by digging itself into the ground and then leaping out for an attack when tasty-looking creatures draw near.

A morbyluth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Augmented Critical (Ex): A morbyluth’s claws deal x4 damage on a successful critical hit.

Aura of Disease (Su): Morbyluths exude and unnatural aura of sickliness that can cause creatures in the area to contact horrible diseases. Each round, every creature within 20 ft of the morbyluth must succeed at a Fort save (DC 29) or contract a random disease. Roll on the table below to see which disease the creature contracts. The save DC is Constitution-based and includes a +2 bonus from its Ability Focus feat.

1 Blinding sickness 1d4 Str
2 Cackle fever 1d6 Wis
3 Devil chills 1d4 Str
4 Filth fever 1d3 Dex, 1d3 Con
5 Mindfire 1d4 Int
6 Red ache 1d6 Str
7 Shakes 1d8 Dex
8 Slimy doom 1d4 Con

Unlike the normal versions of these diseases, the ones spread by the morbyluth are supernatural in nature. Also, each disease has an incubation period of 1 day and it continues to affect the victim until its affected ability score reaches 0, the victim dies, or it is cured as described below.

To eliminate the disease, the caster must first succeed at a DC 29 caster level check for the remove disease to be successful. If the check fails, the disease remains, although the caster can try again as normal. If the check succeeds, the disease is removed.

A creature that successfully saves against a particular disease cannot be affected by the same disease from that morbyluth for 24 hours, though he can still be affected by any of its other diseases as normal.

Fear Aura (Su): A morbyluth can radiate a 15-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 24 Will save or be affected as though by a fear spell (caster level 16th). A creature that successfully saves cannot be affected again by the same morbyluth’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Immunity to Disease (Ex): Morbyluths are immune to the debilitating effects of diseases, even supernatural ones, though they can still contract them and act as carriers.

Spell-Like Abilities: At will – deeper darkness, desecrate, detect good, fly, greater dispel magic, greater teleport (self plus 50 pounds of objects only), incendiary cloud, stinking cloud (DC 19), unholy blight (DC 20); 3/day – blasphemy (DC 23), cloudkill (DC 21), creeping doom, pox (DC 22)*; 1/day – pestilence (DC 24)*, power word stun, unholy aura (DC 24). Caster level 16th. The save DC’s are Charisma-based.

Summon Baatezu (Sp): Once per day, a morbyluth can automatically summon 3d6 lemures, 2d4 barbazu, or 1d3 lamugons or it can attempt to summon another morbyluth with a 30% chance of success. This is the equivalent of an 8th level spell.

Regeneration (Su): A morbyluth takes normal damage from good-aligned silver weapons and from spells or effects with the good descriptor.

See Invisibility (Su): Morbyluths have a continuous see invisibility ability, as per the spell (caster level 16th).

Vulnerability to Spells (Ex): A remove disease spell cast upon a morbyluthl suppresses its regeneration ability for 1 round per caster level. Any damage taken during this time that would normally be regenerated is instead treated as lethal damage. No save is allowed, but spell resistance applies.

* See the Book of Vile Darkness.
 
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demiurge1138

Inventor of Super-Toast
The next four? You spoil us.

The plague devil looks good from a technical standpoint and is pretty unique. Only thing I can see wrong with it is that one of its special attacks is listed as "summon baatez". No u.

Demiurge out.
 

Pants

First Post
Ferugon (Iron Devil)

Wow, quick response on that one.

demiurge1138 said:
The plague devil looks good from a technical standpoint and is pretty unique. Only thing I can see wrong with it is that one of its special attacks is listed as "summon baatez". No u.

Demiurge out.
Looks like it got clipped off when I cut-n-pasted it from word. ;)

Anyways....
FERUGON (IRON DEVIL)
Large Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 12d8+96 (150 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 34 (-1 size, +8 armor, +17 natural), touch 9, flat-footed 34
Base Attack/Grapple: +12/+26
Attack: +3 greatsword* +25 melee (3d6+18 19-20/x2) or slam +23 melee (1d8+12)
Full Attack: +3 greatsword* +25/+20/+15 melee (3d6+18 19-20/x2) or 2 slams +23 melee (1d8+12) and bite +18 melee (1d12+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, spell-like abilities, spiked armor, summon baatezu
Special Qualities: Damage reduction 10/good, darkvision 60 ft., grafted armor, immunity to fire and poison, metallic focus, resistance to acid 10 and cold 10 and electricity 10, regeneration 2, rust vulnerability, see in darkness, spell resistance 26, telepathy 100 ft.
Saves: Fort +16, Ref +8, Will +11
Abilities: Str 31, Dex 10, Con 27, Int 14, Wis 16, Cha 18
Skills: Climb +18, Concentration +23, Diplomacy +21, Disable Device +12, Intimidate +19, Jump +14, Knowledge (the planes) +10, Listen +12, Search +17, Sense Motive +18, Spellcraft +17, Spot +18
Feats: Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Weapon Focus (greatsword)
Environment: Nine Hells of Baator
Organization: Solitary, pair, or group (1-4)
Challenge Rating: 14
Treasure: Standard coins; double goods; standard items, plus +1 greatsword
Alignment: Always lawful evil
Advancement: 13-24 HD (Large); 25-36 HD (Huge)

Before you stands a large, squat creature, its body completely covered in plates of interlocking steel, from which crooked and twisted spikes protrude at every angle. A large horned helm covers the creature’s head, though its mouth and eyes remain visible. You can hear the cringing shriek of steel against steel as the creature grinds its jagged, metallic teeth together in a hellish symphony of pain.

The ferugons (often called iron devils) are the personal servants of Dispater, lord of second layer of Hell. They spend their time patrolling the hallways of Dispater’s personal sanctum, the Iron Tower, and bullying any other lower ranking devils they cross.

The origins of the ferugons remain shrouded in mystery, enigmas, and varying degrees of false information. Some rumors claim that the ferugons were once mercenaries native to Acheron and that Dispater bound them to his will for eternity through some infernal contract. Others say that the ferugons were at one time throne archons that fell from grace and were subsequently twisted into their current forms by Hellish energies.

Whatever the truth, the ferugons are now fully Baatezu. Only osyluths and lamugons can be promoted to ferugon status and if a ferugon wishes to advance to a different form, it must first be 'demoted' and then progress along a different path.

The ferugons are rarely fielded in the battles of the Blood War as Dispater usually holds them in reserve for defense against whatever scheme he believes his enemies are enacting against him.

Without their armor, a ferugon looks resembles a broad, heavily muscled humanoid, with pale blue skin and almost no neck to speak of.

Ferugons stand 10 feet tall and weigh 1,500 pounds.

COMBAT

Ferugons are brutes first and foremost. They rely on their spell-like abilities only as a last resort, when their brute strength and their greatswords have failed to achieve results.

A ferugon’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Breath Weapon (Su): 40-foot line of molten iron, once every 2d4 rounds, 8d6 damage, half of which is fire and the other half is bludgeoning, Reflex DC 24 for half. The save DC is Constitution-based.

Grafted Armor (Ex): A ferugon’s body is covered in interlocking plates of steel, granting it a +8 armor bonus to its armor class. This grafted armor causes no armor check penalty or any reduction in its speed.

Metallic Focus (Su): A ferugon is a master at wielding metallic (steel, iron, cold iron, silvered, adamantine, etc.) weapons in combat. Whenever it wields a weapon with a striking end made of metal (including its own slam and bite attacks), the weapon is treated as if its magical enhancement bonus (if any) were 2 higher. Thus a +1 greatsword would be treated as a +3 greatsword in the hands of a ferugon. These bonuses are already figured into the statistics above.

Rust Vulnerability (Ex): A ferugon is susceptible to the rusting effects of spells like rusting grasp and to the rusting effects of creatures like the rust monster or the rust dragon (Draconomicon pg 186). A ferugon that is affected (such as, by failing any pertinent saving throws) by a rust attack takes an automatic 6d6 points of damage and its grafted armor is destroyed. After its grafted armor is destroyed, a ferugon is unaffected by any further rust based attacks, unless its armor is somehow replaced. The ferugon’s armor is treated as masterwork full-plate for the purpose of hp and hardness.

Spell-Like Abilities: At will – darkness, desecrate, detect chaos, detect good, greater teleport (self plus weapon and grafted armor only); 3/day – scorching ray (+11 ranged touch, 3 rays); 1/day – blade barrier (DC 20), dispel chaos (DC 19), dispel good (DC 19), dispel magic, flesh to iron* (DC 20), power word blind, wall of fire, wall of iron. Caster level 12th. The save DC’s are Charisma-based.

Spiked Armor (Ex): A ferugon's body is covered in hundreds of protruding, metallic barbs and spikes. If a ferugon makes a successful grapple check against a grabbed opponent, it deals an automatic 3d6+15 points of damage. Additionally, anyone striking the ferugon with a handheld or natural weapon automatically takes 1d6+10 points of damage. Weapons with exceptional reach (such as longspears) do not endanger their users in this way.

Summon Baatezu (Sp): Once per day, a ferugon can attempt to summon 2d4 barbazu or 1d3 osyluth with a 40% chance of success or another ferugon with a 35% chance of success. This is the equivalent of a 6th-level spell.

Regeneration (Su): A ferugon takes normal damage from good-aligned weapons and from spells or effects with the good descriptor.

* As the flesh to stone spell, except the subject is turned into iron instead of stone.
 
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Pants

First Post
Lamugon (Blade Devil)

LAMUGON (BLADE DEVIL)
Medium Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 7d8+28 (59 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 20 (+3 Dex, +7 natural), touch 13, flat-footed 17
Base Attack/Grapple: +7/+11
Attack: Armblade +12 melee (1d8+4 19-20/x2)
Full Attack: 2 armblades +12/+7 melee (1d8+4 19-20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Armblades, pounce, spell-like abilities, summon baatezu
Special Qualities: Damage reduction 5/silver or good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 20, telepathy 100 ft.
Saves: Fort +9, Ref +8, Will +7
Abilities: Str 19, Dex 17, Con 19, Int 12, Wis 14, Cha 12
Skills: Balance +9, Bluff +11, Climb +14, Concentration +14, Intimidate +13, Jump +16, Listen +12, Sense Motive +12, Spot +12, Tumble +15
Feats: Improved Two-Weapon Fighting, Power Attack, Two-Weapon Fighting(B), Weapon Focus (longsword)
Environment: Nine Hells of Baator
Organization: Solitary, pair, squad (1-6), or platoon (1 osyluth, 1-4 lamugons, and 2-4 barbazu)
Challenge Rating: 8
Treasure: Standard
Alignment: Always lawful evil
Advancement: 8-14 HD (Medium); 15-21 HD (Large)

The thin, leathery skin of this creature is stretched tightly its emaciated frame. In some spots, the skin has worn away to reveal the rough bone beneath. An oblong, wedge-shaped head sits atop a neck that looks much too long and too thin. From within the sunken caverns of its eye-sockets, two menacing orbs gleam a hellish yellow. However, the most discerning feature of this fiend’s anatomy are the two, pitted blades that have been grafted to the ends of its arms. Iron bolts and rivets attach flesh to metal in ways too horrifying to imagine.

Lamugons, also called blade devils, are the elite infantry of the Nine Hells. Ranked only slightly above the bearded devils in the hellish hierarchy, the lamugons are held in high regard by the generals of Hell for their discipline and excellent fighting ability.

Most frequently encountered on the first layer of Hell, Avernus, lamugons are nonetheless utilized by all of the Archdevils rather frequently. However, the pit fiend Bel, the lord of Avernus, has been so impressed with the abilities of the lamugons that he has taken to using them in near every battle. During his frequent forays into the hearts of the hellish battlegrounds, he is often surrounded by a squadron of 18 Hit Die lamugons that serve as his personal guard.

Some specialized versions of lamugons even exist, with magical +1 keen longswords fused to their arms instead of the normal longswords. Some others may even have adamantine or cold iron forged blades. Lamugons with these specialized armblades are usually parts of elite fighting groups.

Lamugons stand about 6 and-a-half feet tall and weigh roughly 200 pounds.

COMBAT

Lamugons prefer to rely on their armblades when in combat, however they will freely use their darkness and greater teleport abilities to help control the battlefield before wading into melee.

A lamugon's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Armblades (Ex): In place of hands, two longswords have been fiendishly grafted to the ends of a lamugon’s arms. Despite the fact that these longswords function as ‘natural’ weapons, the lamugon treats them as manufactured weapons for the purposes of making extra attacks due to its base attack bonus.

Due to their lack of hands, lamugons have certain disadvantages. They cannot wield any other weapons in melee. They cannot cast any spells that have material or somatic components or that require focuses. They receive a -10 penalty on any skill or ability checks requiring deft manipulation (such as Open Lock, Disable Device, Use Rope, etc.).

Additionally, the armblades can be sundered, though the laumgon receives a +4 racial bonus on its opposed attack roll to resist the sunder attempt. Breaking an armblade doesn’t harm a lamugon, but it is a good way to make one angry. Treat the armblades as masterwork longswords for the purpose of sundering.

Only a limited wish, wish, or miracle can replace a sundered or destroyed armblade.

Pounce (Ex): If a lamugon charges, it can make a full attack.

Spell-Like Abilities: At will – greater teleport (self plus 50 pounds of objects only); 2/day - darkness. Caster level 8th. The save DC’s are Charisma-based.

Summon Baatezu (Sp): Once per day, a lamugon can attempt to summon another lamugon with a 40% chance of success. This is the equivalent of a 4th level spell.

Superior Two-Weapon Fighting (Ex): Because of the fiendish power used to graft the longswords to its arms, a lamugon does not take a penalty on attack or damage rolls when attacking with both its armblades. It also receives Two-Weapon Fighting as a bonus feat.
 
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Pants

First Post
MEPHIERAN (HELLFIRE DEVIL)
Small Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 4d8+12 (30 hp)
Initiative: +7
Speed: 20 ft. (4 squares); fly 40 ft. (good)
Armor Class: 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15
Base Attack/Grapple: +4/-1
Attack: Hellfire ray +9 ranged touch (1d6 hellfire) or claw +4 melee (1d3-1 plus 1d4 hellfire)
Full Attack: 2 hellfire rays +9 ranged touch (1d6 hellfire) or 2 claws +4 melee (1d3-1 plus 1d4 hellfire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death throes, fiery aura, rays of hellfire, spell-like abilities, summon baatezu
Special Qualities: Damage reduction 5/silver or good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 16, telepathy 100 ft.
Saves: Fort +7, Ref +7, Will +6
Abilities: Str 8, Dex 17, Con 16, Int 12, Wis 10, Cha 12
Skills: Bluff +8, Concentration +10, Escape Artist +10, Listen +7, Move Silently +10, Sleight of Hand +12, Spot +7, Tumble +10, Use Magic Device +8
Feats: Improved Initiative, Weapon Focus (Hellfire Ray)
Environment: Nine Hells of Baator
Organization: Solitary, pair, group (1-6), or swarm (3-12)
Challenge Rating: 4
Treasure: Standard
Alignment: Always lawful evil
Advancement: 5-12 HD (Small)

A turbulent cyclone of dark bluish fire rages before you. Within the eddying flames you can see a small, winged humanoid creature with hell red skin and blazing eyes. Small horns protrude from its head and ridges of bony protrusions run down its spine. A small, thin tail flicks impatiently back and forth beneath its dangling feet.

Mephieran, also called hellfire devils, are small, cowardly devils that are normally used as spies and messengers. Often a source of derision and torment by more powerful baatezu, mephieran eke out a miserable existence by attaching themselves to the noble baatezu and their servants, hoping that maybe their service will allow them to advance in the strict baatezu hierarchy. Unfortunately for the mephieran, this is not to be.

Mephistopheles, ruler of Cania, the 8th level of Hell, originally created the mephieran by experimenting upon spinagons using the newly discovered powers of hellfire. He twisted their forms with the surging dark energies and upon discovering what he had created, he cast them aside. Now, the mephieran exist outside of the devilish hierarchy, unable to advance and regarded as useless creatures.

Occasionally Mephistopheles, or one of his powerful servants, will create new batches of mephieran, but this is a rare event. Currently, only 1,000 are thought to exist.

Mephieran are about 3 feet tall and they weigh roughly 45 pounds.

COMBAT

Mephieran are cowards. They usually flee from battle if they can. If they can’t, they attempt to fly out of reach of melee attacks and fire their hellfire rays from behind cover.

A mephieran's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Death Throes (Su): When killed, a mephieran explodes in a burst of hellfire that deals 10 points of hellfire damage to anything within 5 feet (Reflex DC 15 half). The save DC is Constitution-based.

Fiery Aura (Su): A mephieran is constantly enveloped in an aura of hellfire. Anytime the mephieran strikes an opponent with a claw attack or a handheld melee weapon, the attack deals an extra 1d4 points of hellfire damage. Also, anyone striking the mephieran with a handheld melee weapon or a natural weapon automatically takes 1d4 points of hellfire damage. Weapons with exceptional reach (such as longspears) do not endanger their users in this way.

Hellfire Ray (Su): Range 40 ft. A mephieran can shoot a ray of hellfire as an ranged attack action or two rays as a full attack action.

Spell-Like Abilities: At will – darkness, detect good, greater teleport (self plus 50 pounds of objects only); 2/day – flaming sphere (DC 13), hellfire* (DC 15). Caster level 4th. The save DC’s are Charisma-based.

Summon Baatezu (Sp): Once per day, a mephieran can attempt to summon another mephieran with a 45% chance of success. This is the equivalent of a 2nd-level spell.

* See Book of Vile Darkness page 97.
 

Pants

First Post
Jarilith

JARILITH
Large Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Hit Dice: 12d8+96 (150 hp)
Initiative: +13
Speed: 60 ft. (12 squares)
Armor Class: 30 (-1 size, +9 Dex, +12 natural), touch 18, flat-footed 21
Base Attack/Grapple: +12/+27
Attack: Claw +22 melee (1d8+11 19-20/x3)
Full Attack: 2 claws +22 melee (1d8+11 19-20/x3) and bite +20 melee (2d6+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Augmented critical, frightful presence, improved grab, pounce, rake 1d8+5, spell-like abilities, summon tanar’ri
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, scent, spell resistance 22, telepathy 100 ft
Saves: Fort +16, Ref +17, Will +11
Abilities: Str 33, Dex 29, Con 27, Int 8, Wis 16, Cha 16
Skills: Balance +28, Climb +26, Hide +24*, Jump +38, Listen +18, Move Silently +28, Spot +18
Feats: Awesome Blow, Improved Bull Rush, Improved Initiative, Multiattack, Power Attack
Environment: Infinite Layers of the Abyss
Organization: Solitary, pair, or pride (6-10)
Challenge Rating: 14
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 13-24 HD (Large); 25-36 HD (Huge)

At first glance, this creature resembles an ordinary, male lion. However, its fiendish origins quickly become apparent. Its coat of fur is the color of blood and a ridge of polished, orange horns runs down its back. Its glorious mane seems to writhe and twist like an open flame. Rows of long, razor-sharp teeth fill its mouth. Its cold eyes simmer like a furnace.

Jariliths are the elite hunting beasts of the Abyss. They wander the desolate abyssal wastelands in large packs, hunting both demons and non-demons alike. In fact, a jarilith’s preferred food is that torn from the still quivering corpse of a fellow demon. Non-demons may sometimes make succulent appetizers, but another demon is always the main course. Due to their similar tastes, jariliths often get into disputes with bebiliths, with the bebiliths usually on the losing side of such conflicts.

Strangely enough, jariliths never devour the corpses of other jariliths. While a jarilith may slay one of its kin in a pack dispute or in a fight over food, the corpse is always left untouched. Whether this is due to some strange taboo amongst the jarilith or something else, no one knows and the jarilith certainly aren’t telling.

Jarilith cannot speak, but they understand Abyssal. Jarilith normally stand 4 feet tall at the shoulder and weigh 1,000 pounds.

COMBAT

When encountered, a jarilith is either with its pack mates or it is being coerced by some more powerful demon to do its bidding. Jariliths hate captivity and will try to turn on its captor as soon as possible, thus generally only balors, klaruchars, or demon lords keep jariliths around.

A jarilith’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.

Augmented Critical (Ex): The jarilith’s claws are exceptionally sharp and threaten a critical hit on a roll of 19-20. On a successful critical hit, they deal triple damage.

Frightful Presence (Su): When a jarilith charges or attacks, it inspires terror in everyone within 30 feet that has fewer Hit Dice or levels than it has. Each potentially affected opponent must succeed at a Will save (DC 19) or become shaken until the creature is out of range. A creature that successfully saves cannot be affected again by the same jarilith’s frightful presence for 24 hours. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, the jarilith must hit a foe at least one size category smaller than it with a 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 it can also attempt to rake (see below) in the same round.

Pounce (Ex): If a jarilith charges a foe, it can make a full attack plus it can make two rake attempts (see below).

Rake (Ex): Attack bonus +20, damage 1d8+5.

Spell-Like Abilities: At will – clairaudience/clairvoyance, darkness, desecrate, detect good, greater teleport (self plus 50 pounds of objects only); 3/day – detect thoughts (DC 15). Caster level 12th. The save DC’s are Charisma-based.

Summon Tanar’ri (Sp): Once per day, a jarilith can attempt to summon another jarilith with a 35% chance of success. This is the equivalent of a 7th-level spell.

Skills: A jarilith receives a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, its Hide bonus increases to +12.
 

Pants

First Post
Funny thing about the Jarilith.

It's the only conversion where I 'depowered' the creature, rather than increase the power. The 3.0 Jarilith, IMO, was certainly worth its CR and a little more. I'm still wondering if it might be a little much.
 

Zaster

First Post
Nice work on the original fiends, Pants. I especially like the ferugons and thier grafted armor -- such a chilling visual.
 

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