|
Small Magical Beast |
Hit Dice: |
1d10+1 (6 hp) |
Initiative: |
+4 |
Speed: |
20 ft. (4 squares), fly 30 ft. (poor) |
Armor Class: |
17 (+1 size, +6 natural), touch 11, flat-footed 17 |
Base Attack/Grapple: |
+1/+0 |
Attack: |
Slam +5 melee (1d4+4) |
Full Attack: |
Slam +5 melee (1d4+4) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Darkness, improved grab, constrict 1d4+4 |
Special Qualities: |
Blindsight 90 ft. |
Saves: |
Fort +3, Ref +2, Will +0 |
Abilities: |
Str 16, Dex 10, Con 13, Int 2, Wis 10, Cha 10 |
Skills: |
Hide +10, Listen +5*, Spot +5* |
Feats: |
Improved Initiative |
Environment: |
Underground |
Organization: |
Solitary, pair, clutch (39), or swarm (615) |
Challenge Rating: |
1 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
23 HD (Small) |
Level Adjustment: |
|
The darkmantle hangs from a ceiling by a muscular foot at the top of its body. It can look like a stalactite, by holding its tentacles stiffly under itself, or like a lump of rock, spreading its tentacles so the membrane between them covers its body. Its shell and skin usually resemble limestone, but a darkmantle can change its color to match almost any type of stony background.
|
Huge Aberration |
Hit Dice: |
15d8+78 (145 hp) |
Initiative: |
+5 |
Speed: |
30 ft. (6 squares), burrow 10 ft. |
Armor Class: |
24 (2 size, +1 Dex, +15 natural), touch 9, flat-footed 23 |
Base Attack/Grapple: |
+11/+27 |
Attack: |
Slam +17 melee (1d6+8 plus 2d6 acid) |
Full Attack: |
2 slams +17 melee (1d6+8 plus 2d6 acid) |
Space/Reach: |
15 ft./10 ft. |
Special Attacks: |
Corrosive slime |
Special Qualities: |
Darkvision 60 ft., immunity to acid, stone shape, tremorsense 60 ft. |
Saves: |
Fort +12, Ref +6, Will +11 |
Abilities: |
Str 27, Dex 13, Con 21, Int 14, Wis 14, Cha 12 |
Skills: |
Knowledge (dungeoneering) +14, Knowledge (nature) +4, Listen +20, Move Silently +17, Spot +20, Survival +14 (+16 underground) |
Feats: |
Alertness, Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Toughness |
Environment: |
Underground |
Organization: |
Solitary |
Challenge Rating: |
9 |
Treasure: |
None |
Alignment: |
Usually neutral |
Advancement: |
1630 HD (Huge); 3145 HD (Gargantuan) |
Level Adjustment: |
|
A delver is about 15 feet long and 10 feet wide. It weighs about 6,000 pounds.
|
Medium Outsider (Chaotic, Extraplanar, Evil) |
Hit Dice: |
7d8+35 (66 hp) |
Initiative: |
+1 |
Speed: |
30 ft. (6 squares) |
Armor Class: |
19 (+1 Dex, +8 natural), touch 11, flat-footed 18 |
Base Attack/Grapple: |
+7/+12 |
Attack: |
Claw +12 melee (1d6+5) |
Full Attack: |
2 claws +12 melee (1d6+5) and bite +7 melee (1d6+2) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Sneak attack +2d6, spell-like abilities, summon demon |
Special Qualities: |
Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, protective slime, resistance to acid 10, cold 10, and fire 10, spell resistance 14, telepathy 100 ft. |
Saves: |
Fort +10, Ref +6, Will +6 |
Abilities: |
Str 21, Dex 12, Con 20, Int 14, Wis 13, Cha 16 |
Skills: |
Climb +15, Disable Device +12, Disguise +13, Escape Artist +11, Hide +19, Listen +19, Move Silently +19, Open Lock +11, Search +20, Sleight of Hand +11, Survival +1 (+3 following tracks), Use Rope +1 (+3 with bindings) |
Feats: |
Cleave, Multiattack, Power Attack |
Environment: |
A chaotic evil-aligned plane |
Organization: |
Solitary or gang (36) |
Challenge Rating: |
6 |
Treasure: |
Standard |
Alignment: |
Always chaotic evil |
Advancement: |
814 HD (Large); 1521 HD (Huge) |
Level Adjustment: |
|
A babau is about 6 feet tall and weighs about 140 pounds.
|
Large Outsider (Chaotic, Extraplanar, Evil) |
Hit Dice: |
20d8+200 (290 hp) |
Initiative: |
+11 |
Speed: |
40 ft. (8 squares), fly 90 ft. (good) |
Armor Class: |
35 (1 size, +7 Dex, +19 natural), touch 16, flat-footed 28 |
Base Attack/Grapple: |
+20/+36 |
Attack: |
+1 vorpal longsword +33 melee (2d6+8/1920) |
Full Attack: |
+1 vorpal longsword +31/+26/+21/+16 melee (2d6+8/1920) and +1 flaming whip +30/+25 melee (1d4+4 plus 1d6 fire plus entangle); or 2 slams +31 melee (1d10+7) |
Space/Reach: |
10 ft./10 ft. (20 ft. with +1 flaming whip) |
Special Attacks: |
Death throes, entangle, spell-like abilities, summon demon, vorpal sword |
Special Qualities: |
Damage reduction 15/cold iron and good, darkvision 60 ft., flaming body, immunity to electricity, fire, and poison, resistance to acid 10 and cold 10, spell resistance 28, telepathy 100 ft., true seeing |
Saves: |
Fort +22, Ref +19, Will +19 |
Abilities: |
Str 35, Dex 25, Con 31, Int 24, Wis 24, Cha 26 |
Skills: |
Bluff +31, Concentration +33, Diplomacy +35, Disguise +8 (+10 acting), Hide +26, Intimidate +33, Knowledge (any two) +30, Listen +38, Move Silently +30, Search +30, Sense Motive +30, Spellcraft +30 (+32 scrolls), Spot +38, Survival +7 (+9 following tracks), Use Magic Device +31 (+33 scrolls) |
Feats: |
Cleave, Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Quicken Spell-Like Ability (telekinesis), Two-Weapon Fighting, Weapon Focus (longsword) |
Environment: |
A chaotic evil-aligned plane |
Organization: |
Solitary or troupe (1 balor, 1 marilith, and 25 hezrous) |
Challenge Rating: |
20 |
Treasure: |
Standard coins; double goods; standard items, plus +1 vorpal greatsword and +1 flaming whip |
Alignment: |
Always chaotic evil |
Advancement: |
2130 HD (Large); 3160 HD (Huge) |
Level Adjustment: |
|
A balor stands about 12 feet tall. Its skin is usually dark red. It weighs about 4,500 pounds.
|
Huge Outsider (Chaotic, Extraplanar, Evil) |
Hit Dice: |
12d8+96 (150 hp) |
Initiative: |
+5 |
Speed: |
40 ft. (8 squares), climb 20 ft. |
Armor Class: |
22 (2 size, +1 Dex, +13 natural), touch 9, flat-footed 21 |
Base Attack/Grapple: |
+12/+29 |
Attack: |
Bite +19 melee (2d6+9 plus poison) or web +11 ranged |
Full Attack: |
Bite +19 melee (2d6+9 plus poison) and 2 claws +14 melee (2d4+4); or web +11 ranged |
Space/Reach: |
15 ft./10 ft. |
Special Attacks: |
Poison, rend armor, web |
Special Qualities: |
Damage reduction 10/good, darkvision 60 ft., plane shift, scent, telepathy 100 ft. |
Saves: |
Fort +16, Ref +9, Will +9 |
Abilities: |
Str 28, Dex 12, Con 26, Int 11, Wis 13, Cha 13 |
Skills: |
Climb +24, Diplomacy +3, Hide +16, Jump +28, Listen +16, Move Silently +16, Search +15, Sense Motive +16, Spot +16, Survival +1 (+3 following tracks) |
Feats: |
Cleave, Improved Initiative, Improved Grapple, Power Attack, Track |
Environment: |
A chaotic evil-aligned plane |
Organization: |
Solitary |
Challenge Rating: |
10 |
Treasure: |
None |
Alignment: |
Always chaotic evil |
Advancement: |
1318 HD (Huge); 1936 HD (Gargantuan) |
Level Adjustment: |
|
Bebiliths are enormous, predatory, arachnid demons that hunt other demons. A bebilith has a body the size of a plow horse, with legs spanning more than 14 feet. It weighs more than two tons.
|
Small Outsider (Chaotic, Extraplanar, Evil) |
Hit Dice: |
2d8+4 (13 hp) |
Initiative: |
+0 |
Speed: |
20 ft. (4 squares) |
Armor Class: |
16 (+1 size, +5 natural), touch 11, flat-footed 16 |
Base Attack/Grapple: |
+2/1 |
Attack: |
Claw +4 melee (1d6+1) |
Full Attack: |
2 claws +4 melee (1d6+1) and bite +2 melee (1d4) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Spell-like abilities, summon demon |
Special Qualities: |
Damage reduction 5/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, telepathy 100 ft. |
Saves: |
Fort +5, Ref +3, Will +3 |
Abilities: |
Str 12, Dex 10, Con 14, Int 5, Wis 11, Cha 11 |
Skills: |
Hide +9, Listen +5, Move Silently +5, Spot +5, Search +2, Survival +0 (+2 following tracks) |
Feats: |
Multiattack |
Environment: |
A chaotic evil-aligned plane |
Organization: |
Solitary, pair, gang (35), crowd (615), or mob (1040) |
Challenge Rating: |
2 |
Treasure: |
None |
Alignment: |
Always chaotic evil |
Advancement: |
36 HD (Small) |
Level Adjustment: |
+2 |
A dretch is about 4 feet tall and weighs about 60 pounds.
|
Huge Outsider (Chaotic, Extraplanar, Evil) |
Hit Dice: |
12d8+120 (174 hp) |
Initiative: |
+0 |
Speed: |
40 ft. (8 squares) |
Armor Class: |
27 (2 size, +19 natural) touch 8, flat-footed 27 |
Base Attack/Grapple: |
+12/+30 |
Attack: |
Pincers +20 melee (2d8+10) |
Full Attack: |
2 pincers +20 melee (2d8+10) and 2 claws +18 melee (1d6+5) and bite +18 melee (1d8+5) |
Space/Reach: |
15 ft./15 ft. |
Special Attacks: |
Improved grab, spell-like abilities, summon demon |
Special Qualities: |
Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 21, telepathy 100 ft., true seeing |
Saves: |
Fort +18, Ref +8, Will +11 |
Abilities: |
Str 31, Dex 10, Con 31, Int 16, Wis 16, Cha 20 |
Skills: |
Bluff +22, Concentration +25, Diplomacy +9, Disguise +5 (+7 acting), Intimidate +24, Knowledge (any two) +18, Listen +26, Move Silently +18, Search +18, Sense Motive +18, Spellcraft +18, Spot +26, Survival +3 (+5 following tracks) |
Feats: |
Cleave, Great Cleave, Multiattack, Persuasive, Power Attack |
Environment: |
A chaotic evil-aligned plane |
Organization: |
Solitary or troupe (1 glabrezu, 1 succubus, and 25 vrocks) |
Challenge Rating: |
13 |
Treasure: |
Standard coins; double goods; standard items |
Alignment: |
Always chaotic evil |
Advancement: |
1318 HD (Huge); 1936 HD (Gargantuan) |
Level Adjustment: |
|
Like succubi, glabrezu tempt victims into ruin, but they lure their prey with power or wealth rather than passion.
|
Large Outsider (Chaotic, Extraplanar, Evil) |
Hit Dice: |
10d8+93 (138 hp) |
Initiative: |
+0 |
Speed: |
30 ft. (6 squares) |
Armor Class: |
23 (1 size, +14 natural) touch 9, flat-footed 23 |
Base Attack/Grapple: |
+10/+19 |
Attack: |
Bite +14 melee (4d4+5) |
Full Attack: |
Bite +14 melee (4d4+5) and 2 claws +9 melee (1d8+2) |
Space/Reach: |
10 ft./10 ft. |
Special Attacks: |
Spell-like abilities, stench, improved grab, summon demon |
Special Qualities: |
Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 19, telepathy 100 ft. |
Saves: |
Fort +16, Ref +7, Will +9 |
Abilities: |
Str 21, Dex 10, Con 29, Int 14, Wis 14, Cha 18 |
Skills: |
Climb +18, Concentration +22, Hide +13, Escape Artist +13, Intimidate +17, Listen +23, Move Silently +13, Search +15, Spellcraft +15, Spot +23, Survival +2 (+4 following tracks), Use Rope +0 (+2 with bindings) |
Feats: |
Blind-Fight, Cleave, Power Attack, Toughness |
Environment: |
A chaotic evil-aligned plane |
Organization: |
Solitary or gang (24) |
Challenge Rating: |
11 |
Treasure: |
Standard |
Alignment: |
Always chaotic evil |
Advancement: |
1115 HD (Large); 1630 HD (Huge) |
Level Adjustment: |
+9 |
A hezrou can walk both upright and on all fours, but it always fights standing up
|
Large Outsider (Chaotic, Extraplanar, Evil) |
Hit Dice: |
16d8+144 (216 hp) |
Initiative: |
+4 |
Speed: |
40 ft. (8 squares) |
Armor Class: |
29 (1 size, +4 Dex, +16 natural), touch 13, flat-footed 25 |
Base Attack/Grapple: |
+16/+29 |
Attack: |
Longsword +25 melee (2d6+9/1920) or slam +24 melee (1d8+9) or tail slap +24 melee (4d6+9) |
Full Attack: |
Primary longsword +25/+20/+15/+10 melee (2d6+9/1920) and 5 longswords +25 melee (2d6+4/1920) and tail slap +22 melee (4d6+4); or 6 slams +24 melee (1d8+9) and tail slap +22 melee (4d6+4) |
Space/Reach: |
10 ft./10 ft. |
Special Attacks: |
Constrict 4d6+13, improved grab, spell-like abilities, summon demon |
Special Qualities: |
Damage reduction 10/good and cold iron, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 25, telepathy 100 ft. |
Saves: |
Fort +19, Ref +14, Will +14 |
Abilities: |
Str 29, Dex 19, Con 29, Int 18, Wis 18, Cha 24 |
Skills: |
Bluff +26, Concentration +28, Diplomacy +30, Disguise +7 (+9 acting), Hide +19, Intimidate +28, Listen +31, Move Silently +23, Search 23, Sense Motive +23, Spellcraft +23 (+25 scrolls), Spot +31, Survival +4 (+6 following tracks), Use Magic Device +26 (+28 scrolls) |
Feats: |
Combat Expertise, Combat Reflexes, Multiattack, Multiweapon Fighting, Power Attack, Weapon Focus (longsword) |
Environment: |
A chaotic evil-aligned plane |
Organization: |
Solitary or pair |
Challenge Rating: |
17 |
Treasure: |
Standard coins; double goods; standard items, plus 1d4 magic weapons |
Alignment: |
Always chaotic evil |
Advancement: |
1720 HD (Large); 2148 HD (Huge) |
Level Adjustment: |
|
A marilith usually holds a longsword in each of its six hands and wears many bangles and jewels.
|
Huge Outsider (Chaotic, Extraplanar, Evil) |
Hit Dice: |
14d8+112 (175 hp) |
Initiative: |
+1 |
Speed: |
30 ft. (6 squares), fly 40 ft. (poor) |
Armor Class: |
27 (2 size, +1 Dex, +18 natural) touch 9, flat-footed 26 |
Base Attack/Grapple: |
+14/+29 |
Attack: |
Bite +20 melee (2d8+7) |
Full Attack: |
Bite +20 melee (2d8+7) and 2 claws +17 melee (1d8+3) |
Space/Reach: |
15 ft./15 ft. |
Special Attacks: |
Smite, spell-like abilities, summon demon |
Special Qualities: |
Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 22, telepathy 100 ft., true seeing |
Saves: |
Fort +17, Ref +10, Will +15 |
Abilities: |
Str 25, Dex 13, Con 27, Int 22, Wis 22, Cha 20 |
Skills: |
Bluff +22, Concentration +25, Diplomacy +26, Disguise +5 (+7 acting), Hide +10, Intimidate +22, Knowledge (arcana) +23, Listen +31, Move Silently +18, Search +23, Sense Motive +23, Spellcraft +25 (+27 scrolls), Spot +31, Survival +6 (+8 following tracks), Use Magic Device +22 (+24 scrolls) |
Feats: |
Cleave, Improved Bull Rush, Multiattack, Power Attack, Weapon Focus (bite) |
Environment: |
A chaotic evil-aligned plane |
Organization: |
Solitary or troupe (1 nalfeshnee, 1 hezrou, and 25 vrocks) |
Challenge Rating: |
14 |
Treasure: |
Standard coins; double goods; standard items |
Alignment: |
Always chaotic evil |
Advancement: |
1520 HD (Huge); 2142 HD (Gargantuan) |
Level Adjustment: |
|
A nalfeshnee can fly despite its small wings.
|
Tiny Outsider (Chaotic, Extraplanar, Evil) |
Hit Dice: |
3d8 (13 hp) |
Initiative: |
+7 |
Speed: |
20 ft. (4 squares), fly 50 ft. (perfect) |
Armor Class: |
18 (+2 size, +3 Dex, +3 natural), touch 15, flat-footed 15 |
Base Attack/Grapple: |
+3/6 |
Attack: |
Claw +8 melee (1d31 plus poison) |
Full Attack: |
2 claws +8 melee (1d31 plus poison) and bite +3 melee (1d41) |
Space/Reach: |
2-1/2 ft./0 ft. |
Special Attacks: |
Poison, spell-like abilities |
Special Qualities: |
Alternate form, damage reduction 5/cold iron or good, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 10 |
Saves: |
Fort +3, Ref +6, Will +4 |
Abilities: |
Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10 |
Skills: |
Bluff +6, Diplomacy +2, Disguise +0 (+2 acting), Hide +17, Intimidate +2, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +6 |
Feats: |
Improved Initiative, Weapon Finesse |
Environment: |
A chaotic evil-aligned plane |
Organization: |
Solitary |
Challenge Rating: |
2 |
Treasure: |
None |
Alignment: |
Always chaotic evil |
Advancement: |
46 HD (Tiny) |
Level Adjustment: |
(Improved Familiar) |
In its natural form, a quasit stands about 1-1/2 feet tall and weighs about 8 pounds.
|
Huge Construct (Extraplanar) |
Hit Dice: |
10d10+80 (135 hp) |
Initiative: |
+3 |
Speed: |
50 ft. (10 squares) |
Armor Class: |
21 (2 size, +3 Dex, +10 natural), touch 11, flat-footed 18 |
Base Attack/Grapple: |
+7/+25 |
Attack: |
Claw +15 melee (2d6+10) and eye ray +8 ranged touch |
Full Attack: |
4 claws +15 melee (2d6+10) and bite +10 melee (1d8+5) and eye ray +8 ranged touch |
Space/Reach: |
15 ft./10 ft. |
Special Attacks: |
Eye rays, find target, improved grab |
Special Qualities: |
Construct traits, darkvision 60 ft., fast healing 5, low-light vision |
Saves: |
Fort +3, Ref +6, Will +3 |
Abilities: |
Str 31, Dex 17, Con , Int , Wis 11, Cha 1 |
Skills: |
|
Feats: |
|
Environment: |
A chaotic evil-aligned plane |
Organization: |
Solitary |
Challenge Rating: |
11 |
Treasure: |
None |
Alignment: |
Always chaotic evil |
Advancement: |
1115 HD (Huge); 1630 HD (Gargantuan) |
Level Adjustment: |
|
A retriever specializes in recovering lost or desired objects, runaway slaves, and enemies and bringing them back to its master. A retriever has a body the size of an ox, with legs spanning more than 14 feet. It weighs about 6,500 pounds.
|
Medium Outsider (Chaotic, Extraplanar, Evil) |
Hit Dice: |
6d8+6 (33 hp) |
Initiative: |
+1 |
Speed: |
30 ft. (6 squares), fly 50 ft. (average) |
Armor Class: |
20 (+1 Dex, +9 natural), touch 11, flat-footed 19 |
Base Attack/Grapple: |
+6/+7 |
Attack: |
Claw +7 melee (1d6+1) |
Full Attack: |
2 claws +7 melee (1d6+1) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Energy drain, spell-like abilities, summon demon |
Special Qualities: |
Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 18, telepathy 100 ft., tongues |
Saves: |
Fort +6, Ref +6, Will +7 |
Abilities: |
Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 26 |
Skills: |
Bluff +19, Concentration +10, Diplomacy +12, Disguise +17* (+19 acting), Escape Artist +10, Hide +10, Intimidate +19, Knowledge (any one) +12, Listen +19, Move Silently +10, Search +12, Spot +19, Survival +2 (+4 following tracks), Use Rope +1 (+3 with bindings) |
Feats: |
Dodge, Mobility, Persuasive |
Environment: |
A chaotic evil-aligned plane |
Organization: |
Solitary |
Challenge Rating: |
7 |
Treasure: |
Standard |
Alignment: |
Always chaotic evil |
Advancement: |
712 HD (Medium) |
Level Adjustment: |
+6 |
A succubus is 6 feet tall in its natural form and weighs about 125 pounds.
|
Large Outsider (Chaotic, Extraplanar, Evil) |
Hit Dice: |
10d8+70 (115 hp) |
Initiative: |
+2 |
Speed: |
30 ft. (6 squares), fly 50 ft. (average) |
Armor Class: |
22 (1 size, +2 Dex, +11 natural), touch 11, flat-footed 20 |
Base Attack/Grapple: |
+10/+20 |
Attack: |
Claw +15 melee (2d6+6) |
Full Attack: |
2 claws +15 melee (2d6+6) and bite +13 melee (1d8+3) and 2 talons +13 melee (1d6+3) |
Space/Reach: |
10 ft./10 ft. |
Special Attacks: |
Dance of ruin, spell-like abilities, spores, stunning screech, summon demon |
Special Qualities: |
Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 17, telepathy 100 ft. |
Saves: |
Fort +14, Ref +9, Will +10 |
Abilities: |
Str 23, Dex 15, Con 25, Int 14, Wis 16, Cha 16 |
Skills: |
Concentration +20, Diplomacy +5, Hide +11, Intimidate +16, Knowledge (any one) +15, Listen +24, Move Silently +15, Search +15, Sense Motive +16, Spellcraft +15, Spot +24, Survival +3 (+5 following tracks) |
Feats: |
Cleave, Combat Reflexes, Multiattack, Power Attack |
Environment: |
A chaotic evil-aligned plane |
Organization: |
Solitary, pair, gang (35), or squad (610) |
Challenge Rating: |
9 |
Treasure: |
Standard |
Alignment: |
Always chaotic evil |
Advancement: |
1114 HD (Large); 1530 HD (Huge) |
Level Adjustment: |
+8 |
A vrock is about 8 feet tall and weighs about 500 pounds.
|
Small Monstrous Humanoid |
Hit Dice: |
3d8+3 (16 hp) |
Initiative: |
+6 |
Speed: |
20 ft. (4 squares) |
Armor Class: |
19 (+1 size, +2 Dex, +2 natural, +3 studded leather armor, +1 buckler), touch 13, flat-footed 17 |
Base Attack/Grapple: |
+3/1 |
Attack: |
Short sword +4 melee (1d4/1920) or repeating light crossbow +6 ranged (1d6/1920 plus poison) |
Full Attack: |
Short sword +4 melee (1d4/1920) or repeating light crossbow +6 ranged (1d6/1920 plus poison) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Poison use, spell-like abilities, sneak attack +1d6 |
Special Qualities: |
Madness, spell resistance 15 vulnerability to sunlight |
Saves: |
Fort +2, Ref +5, Will +6 |
Abilities: |
Str 11, Dex 14, Con 13, Int 10, Wis 5*, Cha 16* |
Skills: |
Bluff +5, Hide +10, Listen +1, Move Silently +8 |
Feats: |
Blind-Fight, Improved Initiative |
Environment: |
Underground |
Organization: |
Team (24), squad (58 plus 1 3rd-level sorcerer), or band (1120 plus 30% noncombatants plus 3 3rd-level sorcerers and 1 sorcerer of 5th8th level) |
Challenge Rating: |
3 |
Treasure: |
Standard coins; double goods; standard items |
Alignment: |
Usually chaotic evil |
Advancement: |
By character class |
Level Adjustment: |
(+2 if sane) |
Derro are afflicted by a form of racial madness, which most often manifests as delusions of grandeur coupled with an overpowering urge to inflict torment on other creatures. Derro are capable of holding their murderous impulses in check for short periods of time in order to cooperate with creatures of other races, but such arrangements rarely last more than a few weeks. Of course, no derro is capable of recognizing that he is out of his mind.
|
Large Aberration |
Hit Dice: |
8d8+24 (60 hp) |
Initiative: |
+5 |
Speed: |
30 ft. (6 squares) |
Armor Class: |
18 (1 size, +1 Dex, +8 natural), touch 10, flat-footed 17 |
Base Attack/Grapple: |
+6/+14 |
Attack: |
Claw +9 melee (1d6+4) |
Full Attack: |
2 claws +9 melee (1d6+4) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Destructive harmonics |
Special Qualities: |
Blindsight 100 ft., immunities, protection from sonics |
Saves: |
Fort +5, Ref +5, Will +10 |
Abilities: |
Str 18, Dex 12, Con 16, Int 12, Wis 18, Cha 12 |
Skills: |
Hide +8, Listen +25, Move Silently +7, Survival +9 |
Feats: |
Dodge, Improved Initiative, Lightning Reflexes |
Environment: |
Underground |
Organization: |
Solitary or pack (35) |
Challenge Rating: |
8 |
Treasure: |
None |
Alignment: |
Usually neutral evil |
Advancement: |
916 HD (Large); 1724 HD (Huge) |
Level Adjustment: |
|
The dungeon-dwelling destrachan looks like some bizarre, nonintelligent beast, but it's an incredibly evil and crafty sadist. A destrachan has a pair of complex, three-part ears that it can adjust to be more or less sensitive to various sounds. It is blind, yet hunts with a sense of hearing more precise than most creatures' sight.
|
Medium Outsider (Evil, Extraplanar, Lawful) |
Hit Dice: |
12d8+72 (126 hp) |
Initiative: |
+6 |
Speed: |
30 ft. (6 squares) |
Armor Class: |
29 (+6 Dex, +13 natural) touch 16, flat-footed 23 |
Base Attack/Grapple: |
+12/+22 |
Attack: |
Claw +18 melee (2d8+6 plus fear) |
Full Attack: |
2 claws +18 melee (2d8+6 plus fear) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Fear, improved grab, impale 3d8+9, summon devil |
Special Qualities: |
Barbed defense, damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 23, spell-like abilities, telepathy 100 ft. |
Saves: |
Fort +14, Ref +14, Will +12 |
Abilities: |
Str 23, Dex 23, Con 23, Int 12, Wis 14, Cha 18 |
Skills: |
Concentration +21, Diplomacy +6, Hide +21, Intimidate +19, Knowledge (any one) +16, Listen +19, Move Silently +21, Search +16, Sense Motive +17, Spot +19, Survival +2 (+4 following tracks) |
Feats: |
Alertness, Cleave, Improved Grapple, Iron Will, Power Attack |
Environment: |
A lawful evil-aligned plane |
Organization: |
Solitary, pair, team (35), or squad (610) |
Challenge Rating: |
11 |
Treasure: |
Standard |
Alignment: |
Always lawful evil |
Advancement: |
1324 (Medium); 2536 HD (Large) |
Level Adjustment: |
|
A barbed devil is about 7 feet tall and weighs about 300 pounds.
|
Medium Outsider (Evil, Extraplanar, Lawful) |
Hit Dice: |
6d8+18 (45 hp) |
Initiative: |
+6 |
Speed: |
40 ft. (8 squares) |
Armor Class: |
19 (+2 Dex, +7 natural) touch 12, flat-footed 17 |
Base Attack/Grapple: |
+6/+8 |
Attack: |
Glaive +9 melee (1d10+3 plus infernal wound) or claw +8 melee (1d6+2) |
Full Attack: |
Glaive +9/+4 melee (1d10+3 plus infernal wound) or 2 claws +8 melee (1d6+2) |
Space/Reach: |
5 ft./5 ft. (10 ft. with glaive) |
Special Attacks: |
Infernal wound, beard, battle frenzy, summon devil |
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 17, telepathy 100 ft. |
Saves: |
Fort +8, Ref +7, Will +5 |
Abilities: |
Str 15, Dex 15, Con 17, Int 6, Wis 10, Cha 10 |
Skills: |
Climb +11, Diplomacy +2, Hide +11, Listen +9, Move Silently +9, Sense Motive +9, Spot +9 |
Feats: |
Improved Initiative, Power Attack, Weapon Focus (glaive) |
Environment: |
A lawful evil-aligned plane |
Organization: |
Solitary, pair, team (35), or squad (610) |
Challenge Rating: |
5 |
Treasure: |
Standard |
Alignment: |
Always lawful evil |
Advancement: |
79 HD (Medium); 1018 HD (Large) |
Level Adjustment: |
+6 |
Every bearded devil carries a sawtoothed glaive.
|
Large Outsider (Evil, Extraplanar, Lawful) |
Hit Dice: |
10d8+50 (95 hp) |
Initiative: |
+9 |
Speed: |
40 ft. (8 squares) |
Armor Class: |
25 (1 size, +5 Dex, +11 natural) touch 14, flat-footed 20 |
Base Attack/Grapple: |
+10/+19 |
Attack: |
Bite +14 melee (1d8+5) |
Full Attack: |
Bite +14 melee (1d8+5) and 2 claws +12 melee (1d4+2) and sting +12 melee (3d4+2 plus poison) |
Space/Reach: |
10 ft./10 ft. |
Special Attacks: |
Spell-like abilities, fear aura, poison, summon devil |
Special Qualities: |
Damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 21, telepathy 100 ft. |
Saves: |
Fort +12, Ref +12, Will +11 |
Abilities: |
Str 21, Dex 21, Con 21, Int 14, Wis 14, Cha 14 |
Skills: |
Bluff +15, Concentration +18, Diplomacy +6, Disguise +2 (+4 acting), Hide +14, Intimidate +17, Knowledge (any one) +15, Listen +17, Move Silently +18, Search +15, Sense Motive +15, Spot +17, Survival +2 (+4 following tracks) |
Feats: |
Alertness, Improved Initiative, Iron Will, Multiattack |
Environment: |
A lawful evil-aligned plane |
Organization: |
Solitary, team (24), or squad (610) |
Challenge Rating: |
9 |
Treasure: |
Standard |
Alignment: |
Always lawful evil |
Advancement: |
1120 HD (Large); 2130 HD (Huge) |
Level Adjustment: |
|
Bone devils stand about 9 feet tall and weigh about 500 pounds.
|
Medium Outsider (Evil, Extraplanar, Lawful) |
Hit Dice: |
8d8+16 (52 hp) |
Initiative: |
+6 |
Speed: |
30 ft. (6 squares) |
Armor Class: |
20 (+2 Dex, +8 natural), touch 12, flat-footed 18 |
Base Attack/Grapple: |
+8/+10 |
Attack: |
Chain +10 melee (2d4+2/1920) |
Full Attack: |
2 chains +10 melee (2d4+2/1920) |
Space/Reach: |
5 ft./5 ft. (10 ft. with chains) |
Special Attacks: |
Dancing chains, unnerving gaze |
Special Qualities: |
Damage reduction 5/silver or good, darkvision 60 ft., immunity to cold, regeneration 2, spell resistance 18 |
Saves: |
Fort +8, Ref +8, Will +6 |
Abilities: |
Str 15, Dex 15, Con 15, Int 6, Wis 10, Cha 12 |
Skills: |
Climb +13, Craft (blacksmithing) +17, Escape Artist +13, Intimidate +12, Listen +13, Spot +13, Use Rope +2 (+4 with bindings) |
Feats: |
Alertness, Improved Critical (chain), Improved Initiative |
Environment: |
A lawful evil-aligned plane |
Organization: |
Solitary, gang (24), band (610), or mob (1120) |
Challenge Rating: |
6 |
Treasure: |
Standard |
Alignment: |
Always lawful evil |
Advancement: |
916 HD (Medium) |
Level Adjustment: |
+6 |
Kytons are humanlike devils, wrapped in chains instead of clothing. A chain devil is 6 feet tall and weighs about 300 pounds, chains included.
|
Medium Outsider (Evil, Extraplanar, Lawful) |
Hit Dice: |
9d8+45 (85 hp) |
Initiative: |
+5 |
Speed: |
30 ft. (6 squares), fly 50 ft. (good) |
Armor Class: |
23 (+5 Dex, +8 natural) touch 15, flat-footed 18 |
Base Attack/Grapple: |
+9/+14 |
Attack: |
Longsword +14 melee (1d8+5/1920) or +1 flaming composite longbow (+5 Str bonus) +15 ranged (1d8+6/x3 plus 1d6 fire) or rope +14 ranged (entangle) |
Full Attack: |
Longsword +14/+9 melee (1d8+5/1920) or +1 flaming composite longbow (+5 Str bonus) +15/+10 ranged (1d8+6/x3 plus 1d6 fire) or rope +14 ranged (entangle) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Entangle, spell-like abilities, summon devil |
Special Qualities: |
Damage reduction 5/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., true seeing |
Saves: |
Fort +11, Ref +11, Will +10 |
Abilities: |
Str 21, Dex 21, Con 21, Int 14, Wis 18, Cha 20 |
Skills: |
Concentration +17, Diplomacy +7, Escape Artist +17, Hide +17, Knowledge (any two) +14, Listen +16, Move Silently +17, Search +14, Sense Motive +16, Spot +16, Survival +4 (+6 following tracks), Use Rope +5 (+7 with bindings) |
Feats: |
DodgeB, MobilityB, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run |
Environment: |
A lawful evil-aligned plane |
Organization: |
Solitary |
Challenge Rating: |
8 |
Treasure: |
Standard, plus rope and +1 flaming composite longbow (+5 Str bonus) |
Alignment: |
Always lawful evil |
Advancement: |
1018 HD (Medium) |
Level Adjustment: |
+7 |
Unlike other devils, erinyes appear attractive to humans, resembling very comely women or men. An erinyes stands about 6 feet tall and weighs about 150 pounds.
|
Large Outsider (Evil, Extraplanar, Lawful) |
Hit Dice: |
8d8+24 (60 hp) |
Initiative: |
+9 |
Speed: |
40 ft. (8 squares) |
Armor Class: |
21 (1 size, +5 Dex, +7 natural), touch 14, flat-footed 16 |
Base Attack/Grapple: |
+8/+18 |
Attack: |
Claw +13 melee (1d8+6) |
Full Attack: |
2 claws +13 melee (1d8+6) and bite +8 melee (2d8+3) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Improved grab, pounce, rake 1d8+3 |
Special Qualities: |
Damage reduction 5/good, darkvision 60 ft., invisible in light, resistance to fire 10, scent, spell resistance 19, telepathy 100 ft. |
Saves: |
Fort +9, Ref +11, Will +8 |
Abilities: |
Str 23, Dex 21, Con 17, Int 10, Wis 14, Cha 10 |
Skills: |
Balance +16, Climb +17, Hide +13, Jump +21, Listen +17, Move Silently +20, Spot +13, Swim +17 |
Feats: |
Dodge, Improved Initiative, Track |
Environment: |
A lawful evil-aligned plane |
Organization: |
Solitary, pair, or pride (610) |
Challenge Rating: |
7 |
Treasure: |
None |
Alignment: |
Always lawful evil |
Advancement: |
910 HD (Large); 1124 HD (Huge) |
Level Adjustment: |
|
While its appearance suggests it is incorporeal, a hellcats has a corporeal body and can be harmed by physical attacks.
|
Large Outsider (Evil, Extraplanar, Lawful) |
Hit Dice: |
15d8+105 (172 hp) |
Initiative: |
+7 |
Speed: |
20 ft. (4 squares), fly 50 ft. (average) |
Armor Class: |
35 (1 size, +7 Dex, +19 natural) touch 16, flat-footed 28 |
Base Attack/Grapple: |
+15/+29 |
Attack: |
Spiked chain +25 melee (2d6+15 plus stun) or claw +24 melee (2d6+10) or tail +24 melee (2d6+10 plus infernal wound) |
Full Attack: |
Spiked chain +25/+20/+15 melee (2d6+15 plus stun) and bite +22 melee (2d8+5) and tail +22 melee (2d6+5 plus infernal wound); or 2 claws +24 melee (2d6+10) and bite + 22 melee (2d8+5) and tail +22 melee (2d6+5 plus infernal wound) |
Space/Reach: |
10 ft./10 ft. (20 ft. with spiked chain) |
Special Attacks: |
Fear aura, infernal wound, spell-like abilities, stun, summon devil |
Special Qualities: |
Damage reduction 10/good and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 5, see in darkness, spell resistance 28, telepathy 100 ft. |
Saves: |
Fort +16, Ref +16, Will +15 |
Abilities: |
Str 31, Dex 25, Con 25, Int 14, Wis 18, Cha 22 |
Skills: |
Bluff +24, Climb +28, Concentration +24, Diplomacy +10, Disguise +6 (+8 acting), Hide +21, Intimidate +26, Listen +22, Move Silently +23, Search +20, Sense Motive +22, Spot +22, Survival +4 (+6 following tracks) |
Feats: |
Cleave, Improved Sunder, Iron Will, Multiattack, Power Attack, Weapon Focus (spiked chain) |
Environment: |
A lawful evil-aligned plane |
Organization: |
Solitary, team (24), or squad (610) |
Challenge Rating: |
16 |
Treasure: |
Standard coins; double goods; standard items |
Alignment: |
Always lawful evil |
Advancement: |
1620 HD (Large); 2145 HD (Huge) |
Level Adjustment: |
|
A horned devil is 9 feet tall and weighs about 600 pounds.
|
Large Outsider (Evil, Extraplanar, Lawful) |
Hit Dice: |
14d8+84 (147 hp) |
Initiative: |
+5 |
Speed: |
40 ft. (8 squares) |
Armor Class: |
32 (1 size, +5 Dex, +18 natural) touch 14, flat-footed 27 |
Base Attack/Grapple: |
+14/+24 |
Attack: |
Spear +20 melee (2d6+9/x3 plus slow) or claw +19 melee (1d10+6) |
Full Attack: |
Spear +20/+15/+10 melee (2d6+9/x3 plus slow) and bite +14 melee (2d6+3) and tail +14 melee (3d6+3 plus slow); or 2 claws +19 melee (1d10+6) and bite +14 melee (2d6+3) and tail +14 melee (3d6+3 plus slow) |
Space/Reach: |
10 ft./10 ft. |
Special Attacks: |
Fear aura, slow, spell-like abilities, summon devil |
Special Qualities: |
Damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 5, see in darkness, spell resistance 25, telepathy 100 ft. |
Saves: |
Fort +15, Ref +14, Will +15 |
Abilities: |
Str 23, Dex 21, Con 23, Int 22, Wis 22, Cha 20 |
Skills: |
Bluff +22, Climb +23, Concentration +23, Diplomacy +9, Disguise +5 (+7 acting), Intimidate +24, Jump +27, Knowledge (any three) +23, Listen +25, Move Silently +22, Search +23, Sense Motive +23, Spellcraft +23, Spot +25, Survival +6 (+8 following tracks) |
Feats: |
Alertness, Cleave, Combat Reflexes, Power Attack, Weapon Focus (spear) |
Environment: |
A lawful evil-aligned plane |
Organization: |
Solitary, team (24), squad (610), or troupe (12 ice devils, 712 bearded devils, and 14 bone devils) |
Challenge Rating: |
13 |
Treasure: |
Standard coins; double goods; standard items |
Alignment: |
Always lawful evil |
Advancement: |
1528 HD (Large); 2942 HD (Huge) |
Level Adjustment: |
|
An ice devil is about 12 feet tall and weighs about 700 pounds.
|
Tiny Outsider (Evil, Extraplanar, Lawful) |
Hit Dice: |
3d8 (13 hp) |
Initiative: |
+3 |
Speed: |
20 ft. (4 squares), fly 50 ft. (perfect) |
Armor Class: |
20 (+2 size, +3 Dex, +5 natural), touch 15, flat-footed 17 |
Base Attack/Grapple: |
+3/5 |
Attack: |
Sting +8 melee (1d4 plus poison) |
Full Attack: |
Sting +8 melee (1d4 plus poison) |
Space/Reach: |
2-1/2 ft./0 ft. |
Special Attacks: |
Poison, spell-like abilities |
Special Qualities: |
Alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5 |
Saves: |
Fort +3, Ref +6, Will +4 |
Abilities: |
Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14 |
Skills: |
Diplomacy +8, Hide +17, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks) |
Feats: |
Dodge, Weapon Finesse |
Environment: |
A lawful evil-aligned plane |
Organization: |
Solitary |
Challenge Rating: |
2 |
Treasure: |
None |
Alignment: |
Always lawful evil |
Advancement: |
46 HD (Tiny) |
Level Adjustment: |
(Improved Familiar) |
In its natural form, an imp stands almost 2 feet tall and weighs about 8 pounds.
|
Medium Outsider (Evil, Extraplanar, Lawful) |
Hit Dice: |
2d8 (9 hp) |
Initiative: |
+0 |
Speed: |
20 ft. (4 squares) |
Armor Class: |
14 (+4 natural) touch 10, flat-footed 14 |
Base Attack/Grapple: |
+2/+2 |
Attack: |
Claw +2 melee (1d4) |
Full Attack: |
2 claws +2 melee (1d4) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
|
Special Qualities: |
Damage reduction 5/good or silver, darkvision 60 ft., immunity to fire and poison, mindless, resistance to acid 10 and cold 10, mindless, see in darkness |
Saves: |
Fort +3, Ref +3, Will +3 |
Abilities: |
Str 10, Dex 10, Con 10, Int , Wis 11, Cha 5 |
Environment: |
A lawful evil-aligned plane |
Organization: |
Solitary, pair, gang (35), swarm (615), or mob (1040) |
Challenge Rating: |
1 |
Treasure: |
None |
Alignment: |
Always lawful evil |
Advancement: |
36 HD (Medium) |
Level Adjustment: |
|
A lemure is about 5 feet tall and weighs about 100 pounds.
|
Large Outsider (Evil, Extraplanar, Lawful) |
Hit Dice: |
18d8+144 (225 hp) |
Initiative: |
+12 |
Speed: |
40 ft. (8 squares), fly 60 ft. (average) |
AC: |
40 (1 size, +8 Dex, +23 natural) touch 17, flat-footed 32 |
Base Attack/Grapple: |
+18/+35 |
Attack: |
Claw +30 melee (2d8+13) |
Full Attack: |
2 claws +30 melee (2d8+13) and 2 wings +28 melee (2d6+6) and bite +28 melee (4d6+6 plus poison plus disease) and tail slap +28 melee (2d8+6) |
Space/Reach: |
10 ft./10 ft. |
Special Attacks: |
Constrict 2d8+26, fear aura, improved grab, spell-like abilities, summon devil |
Special Qualities: |
Damage reduction 15/good and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 5, see in darkness, spell resistance 32, telepathy 100 ft. |
Saves: |
Fort +19, Ref +19, Will +21 |
Abilities: |
Str 37, Dex 27, Con 27, Int 26, Wis 26, Cha 26 |
Skills: |
Balance +10, Bluff +29, Climb +34, Concentration +29, Diplomacy +10, Disguise +29 (+31 acting), Hide +25, Intimidate +31, Jump +40, Knowledge (arcana) +29, Knowledge (nature) +10, Knowledge (the planes) +29, Knowledge (religion) +29, Listen +29, Move Silently +29, Search +29, Spellcraft +31, Spot +29, Survival +8 (+10 on other planes, +10 when tracking), Tumble +31 |
Feats: |
Cleave, Great Cleave, Improved Initiative, Iron Will, Multiattack, Power Attack, Quicken Spell-Like Ability (fireball) |
Environment: |
A lawful evil-aligned plane |
Organization: |
Solitary, pair, team (34), or troupe (12 pit fiends, 25 horned devils, and 25 barbed devils) |
Challenge Rating: |
20 |
Treasure: |
Standard coins; double goods; standard items |
Alignment: |
Always lawful evil |
Advancement: |
1936 HD (Large); 3754 HD (Huge) |
Level Adjustment: |
|
A pit fiend often wraps its wings around itself like a grotesque cloak, and appears wreathed in flames.
|
Large Undead (Extraplanar) |
Hit Dice: |
12d12 (78 hp) |
Initiative: |
+4 |
Speed: |
30 ft. (6 squares) |
Armor Class: |
24 (1 size, +15 natural), touch 9, flat-footed 24 |
Base Attack/Grapple: |
+6/+19 |
Attack: |
Claw +15 melee (1d6+9) |
Full Attack: |
2 claws +15 melee (1d6+9) |
Space/Reach: |
10 ft./10 ft. |
Special Attacks: |
Energy drain, trap essence, spell-like abilities |
Special Qualities: |
Darkvision 60 ft., spell deflection, spell resistance 21, undead traits |
Saves: |
Fort +4, Ref +4, Will +11 |
Abilities: |
Str 28, Dex 10, Con , Int 16, Wis 16, Cha 17 |
Skills: |
Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen +18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5 following tracks) |
Feats: |
Blind-Fight, Combat Casting, Expertise, Improved Initiative, Weapon Focus (claw) |
Environment: |
Any |
Organization: |
Solitary |
Challenge Rating: |
11 |
Treasure: |
None |
Alignment: |
Always neutral evil |
Advancement: |
1324 HD (Large); 2536 HD (Huge) |
Level Adjustment: |
|
Devourers lurk on the Ethereal Plane and the Astral Plane, stalking both natives and travelers with equal sadistic glee.