The Creatures of Quintatha
Creature of Quintatha (Devil)
Large Outsider (Evil, Law)
Hit Dice: 12d8+60 (114 hp)
Initiative: +7
Speed: 60 ft.
AC: 30 (-1 Size, +7 Dex, +14 natural)
Attacks: Throwing dagger +25/+20/+15 ranged; or 2 slams +17 melee
Damage: Throwing dagger 1d10+10 plus wounding, slam 1d8+5
Face/Reach: 5 ft. by 5 ft./ 10 ft.
Special Attacks: Daggers, despair, supress magic and psionics, spell-like abilities
Special Qualities: Blindsight 200 ft., damage reduction 20/+2, fast healing 5, SR 25, final actions, immunities, resistances, tongues
Saves: Fort +13, Ref +15, Will +12
Abilities: Str 20, Dex 25, Con 20, Int 17, Wis 18, Cha 21
Skills: Bluff +20, Climb +20, Concentration +20, Diplomacy +17, Intimidate +20, Jump +20, Listen +19, Move Silently +22, Sense Motive +19
Feats: Point Blank Shot, Shot on the Run,Weapon Focus (Throwing dagger)
Climate/Terrain: Any land or underground
Organization: Solitary, team (2-12)
Challenge Rating: 15
Treasure: Standard
Alignment: Always lawful evil
Advancement: 13-18 (Large); 19-36 (Huge)
The Creatures of Quintatha are among the most powerful devils not associated with the baatezu. Yet, they are relatively unknown - because most who faced them are dead. In some cases, even death cannot stop them.
Creatures of Quintatha are 8.3 feet high entities with humanoid features. They are both very powerful and very agile, and have visibly strong muscles. Their arms and legs seem almost artificial. They do seem to have no eyes, and instead, strange patterns of black and white spots cover their face. However, some accounts say that these everchanging patterns are actually part of some kind of mask.
The Creatures of Quintatha are said to live in a black city somewhere on Baator, from where they hire out their services or follow the commands of dark deities. Rumours suggest that they have access to the Bridge of Eternity, a construct said to connect all times and places.
A few sages say that the Creatures are not really natives of Baator, but come from a demiplane linked to the Nine Hells, named Quintatha, a nightmarish ocean of rust and blood surrounding a single city. There, according to the sages, the Creatures live under the name Barkners and live as fishermen and weaponsmiths, hunting colossal iron leviathanim, whose teeth are said to be the base for their powerful daggers. The only link to this demiplane is said to be the titanic iron leviathan Rishtyn-Jaffamy, also called the Great Grey one.
Combat
The primary mode of combat of the Creatures of Quintatha is the throwing of their powerful daggers, and they usually carry four of these weapons wih them. Should the unlikely happen and their daggers do not deliver the ?killing? blow, they enter combat with their fists. After any combat, they retrieve their daggers, which seems to indicate that the Creatures cannot easily create them for themselves.
Daggers: The daggers of the Creatures, while seemingly no different from other daggers at first glance, are actually powerful artifacts. These daggers act as +5 distance keen daggers of wounding, and show other abilities if thrown by a Creature. They deal much more damage than a typical dagger - base damage is 1d10 instead of 1d4. Also, these weapons display a disturbing accuracy and cunning that allows them to attack their intended victim again in the following rounds at the attack bonus of the thrower, with a -2 penalty for every round that the dagger missed. Should it miss enough attacks to reduce it?s attack bonus below +0, the dagger returns to the thrower. The dagger ignores half the hardness of any non-magical item it hits. If it hits someone who is protected by an abjuration effect, it has a chance to dispel that effect. Treat this as a targeted Greater Dispelling as if cast by a 20th level spellcaster, with the target being any abjuration spell on the victim. Once the dagger has hit a victim, it sticks to it and can only removed by the Creature that threw it, or by a successful Strength check with DC 20. Should the victim be reduced to -5 hit points due to the wounding ability, the dagger, if it remained with the victim, stops the bleeding and paralyses the victim, and also prevents any mental action, thus stopping spells from being cast and psionic powers to be manifested. When the dagger is removed, the paralysis wears off, and unless properly healed, the victim starts dying.
Despair (Su): At the mere sight of a Creature of Quintatha, the viewer must succeed at a Will save (DC 21) or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that Creature?s despair ability for one day.
Supressing Aura (Su): Within 60 ft. of a Creature of Quintatha, it is very hard to cast spells or manifest psionics. Whenever anyone except a Creature of Quintatha attempts to cast a spell, the caster must succeed at a Spellcraft check with a DC of 15 + the spell?s level. If he does not succeed, the spell slot is used up without any effect. The same applies to psionic powers, except that they require a Psicraft check, and a failure indicates that the power points are used up without effect.
Spell-Like Abilities (Sp): At will - blasphemy, desecrate, detect good, detect magic, enter the bridge, magic circle against good; 1/day - unholy aura, unhallow. These abilities are as the spells cast by a 15th-level sorcerer.
Final Actions (Ex): Even if a Creature of Quintatha is reduced to -10 or less hit points, the unholy energies pulsing through them allow them to act for a limited amount of rounds. A killed Creature can use 5 partial actions to try to achieve it?s goal, whatever it may be, before it actually passes on. These actions don?t need to be used immediatly after the Creature?s death, nor need they be consecutive. A killed Creature obviously has no access to it?s Fast Healing ability, and in many cases cannot use it?s daggers. The Despair and Supressing Aura abilities of a killed Creature do not kick in until it uses a partial action. A Creature can only use these partial actions when it?s body remains, but not when it is totally disintegrated or destroyed.
Immunities (Ex): Creatures of Quintatha are immune to disease, fear, gaze attacks, visual effects, illusions and other attack forms that rely on sight.
Resistances (Ex): Creatures of Quintatha have acid, cold, electricity and fire resistance 15.
Tongues (Su): Creatures of Quintatha can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level sorcerer. This ability is always active.
Note that the CR is still somewhat theoretical - I'm not 100% sure that it is fitting.