Darkmantle
SizeAndType: Small Magical Beast
HitDice: 1d10+1 (6)
Initiative: +4 (Improved Initiative)
Speed: 20 ft., fly 30 ft. (poor)
ArmorClass: 17 (+1 size, +6 natural)
Attacks: Slam +5 melee
Damage: Slam 1d4+4
FaceAndReach: 5 ft by 5 ft./5 ft.
SpecialAttacks: Darkness, improved grab, constrict 1d4+4
SpecialQualities: Blindsight
Saves: Fort +3, Ref +2, Will +0
Abilities: Str 16, Dex 10, Con 13, Int 2, Wis 10, Cha 10
Skills: Hide +11, Listen +5*
Feats: Improved Initiative
ClimateAndTerrain: Any underground
Organization: Solitary, pair, clutch (3-9), or swarm (6-15)
ChallengeRating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small)
Description
General
Combat

A darkmantle attacks by dropping onto its prey and wrapping its tentacles around the opponent's head. Once attached, it squeezes and tries to suffocate the foe. A darkmantle that misses its initial attack often flies up and tries to drop on the opponent again.

Special Ability

Darkness (Su): Once per day a darkmantle can cause darkness as the spell cast by a 5th-level sorcerer. It most often uses this ability just before attacking.

Special Ability

Improved Grab (Ex): To use this ability, the darkmantle must hit with its slam attack. If it gets a hold, it can constrict.

Special Ability

Constrict (Ex): A darkmantle deals 1d4+4 damage with a successful grapple check.

Special Ability

Blindsight (Ex): A darkmantle can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allows it to ascertain objects and creatures within 90 feet. A silence spell negates this and effectively blinds the darkmantle.

Skills: A darkmantle receives a +4 racial bonus to Listen checks. *This bonus is lost if its blindsight is negated. The creature's variable coloration gives it a +4 racial bonus to Hide checks.

Delver
SizeAndType: Huge Aberration
HitDice: 15d8+75 (142)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft., burrow 10 ft.
ArmorClass: 14 (-2 size, +1 Dex, +5 natural)
Attacks: 2 slams +17 melee
Damage: Slam 1d6+8 and 2d6 acid
FaceAndReach: 10 ft. by 20 ft./10 ft.
SpecialAttacks: Acid
SpecialQualities: Acid immunity, corrosive slime, tremorsense,stone shape
Saves: Fort +10, Ref +6, Will +11
Abilities: Str 27, Dex 13, Con 21, Int 14, Wis 14, Cha 12
Skills: Intuit Direction +9, Knowledge (geology) +9, Listen +13,Move Silently +19, Spot +13
Feats: Alertness, Blind-Fight, Improved Initiative, Power Attack
ClimateAndTerrain: Any underground
Organization: Solitary
ChallengeRating: 9
Treasure: None
Alignment: Usually neutral
Advancement: 16-30 HD (Huge); 31-45 HD (Gargantuan)
Description
General

Delvers speak Terran and Undercommon.

Combat

Delvers prefer to fight from their tunnels, which they use to protect their flanks while lashing out with their flippers.

Special Ability

Corrosive Slime (Ex): Delvers produce a mucuslike slime that contains a highly corrosive substance. The slime is particularly effective against stone. A delver's mere touch deals 2d6 points of damage to organic creatures or objects. Against metallic creatures or objects, a delver's slime deals 4d8 points of damage, and against stony creatures (including earth elementals) or objects it deals 8d10 points of damage. A slam attack by a delver leaves a patch of slime that deals 2d6 points of damage on contact and another 2d6 points of damage in each of the next 2 rounds. A large quantity (at least a quart) of water or weak acid, such as vinegar, washes off the slime. An opponent's armor and clothing dissolve and become useless immediately unless the wearer succeeds at a Reflex save (DC 22). Weapons that strike a delver also dissolve immediately unless the wielder succeeds at a Reflex save (DC 22). Creatures attacking the delver with natural weapons take damage from the slime each time their attacks hit unless they succeed at Reflex saves (DC 22).

Special Ability

Tremorsense (Ex): A delver can automatically sense the location of anything within 60 feet that is in contact with the ground.

Special Ability

Stone Shape (Ex): A delver can alter its slime to temporarily soften stone instead of dissolving it. Once every 10 minutes, a delver can soften and shape up to 25 cubic feet of stone, as stone shape cast by a 15th-level druid.

Destrachan
SizeAndType: Large Aberration
HitDice: 8d8+24 (60)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft.
ArmorClass: 16 (-1 size, +1 Dex, +6 natural)
Attacks: 2 claws +9 melee
Damage: Claw 1d6+4
FaceAndReach: 5 ft. by 10 ft./5 ft.
SpecialAttacks: Destructive harmonics, reverberating harmonics
SpecialQualities: Blindsight, protection from sonics
Saves: Fort +5, Ref +3, Will +10
Abilities: Str 18, Dex 12, Con 16, Int 12, Wis 18, Cha 12
Skills: Hide +7, Intuit Direction +10, Listen +25, MoveSilently +10
Feats: Dodge, Improved Initiative
ClimateAndTerrain: Any underground
Organization: Solitary or pack (3-5)
ChallengeRating: 8
Treasure: None
Alignment: Usually neutral evil
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Description
General

A destrachan speaks no language but understands Common. If one must communicate, it does so through action.

Combat

A destrachan uses its claws only as a last resort or to finish off foes weakened by its sonic attacks. Being extremely intelligent, it often enters battle with surprise if possible. It first focuses on destroying metal armor and weapons and then changes to harmonics that disrupt flesh.

Special Ability

Destructive Harmonics (Su): A destrachan can blast sonic energy in a cone up to 80 feet long. It can tune the harmonics of this destructive power to affect different types of targets.

  • Flesh: Disrupting tissue and rending bone, this horrible attack deals 4d6 points of damage to all within the cone (Reflex half DC 15).
  • Nerves: The destrachan can focus its harmonics to subdue rather than slay. This attack plays havoc with nerves and sensory systems, dealing 6d6 points of subdual damage to all within the cone (Reflex half DC 15).
  • Material: The destrachan chooses wood, stone, metal, or glass. All objects made of that material within the cone must succeed at a Fortitude save (DC 15) or shatter. Objects (or portions of objects) that have up to 30 hit points are potentially affected by this attack.

Special Ability

Reverberating Harmonics (Su): The destrachan can use a wall, a ceiling, or even a floor to reflect any of the sonic attacks listed above (except those that would damage the reflecting surface). This attack affects all within 30 feet of the destrachan, which is immune to the effects of its own ability.

Special Ability

Blindsight (Ex): A destrachan can use hearing to ascertain all foes within 100 feet as a sighted creature would.

Special Ability

Protection from Sonics (Ex): While they can be affected by loud noises and sonic spells (such as ghost sound or silence), destrachans are less vulnerable to sound-based attacks (+4 circumstance bonus on all saves) because they can protect their ears. A destrachan whose sense of hearing is impaired is effectively blind, treating all targets as totally concealed.

Skills: With perhaps the most sophisticated auditory organs in existence, the destrachan gains a +10 racial bonus to Listen checks.

Devourer
SizeAndType: Large Undead
HitDice: 12d12 (78)
Initiative: +4 (Improved Initiative)
Speed: 30 ft.
ArmorClass: 18 (-1 size, +9 natural)
Attacks: 2 claws +11 melee
Damage: Claw 1d6+5
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Energy drain, trap essence, spell-like abilities
SpecialQualities: Undead, spell deflection, SR 21
Saves: Fort +4, Ref +4, Will +11
Abilities: Str 21, Dex 10, Con -, Int 16, Wis 16, Cha 17
Skills: Climb +10, Concentration +18, Jump +17, Listen +17, MoveSilently +12, Spot +17
Feats: Alertness, Blind-Fight, Combat Casting, Expertise,Improved Initiative, Weapon Focus (claw)
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 11
Treasure: None
Alignment: Always neutral evil
Advancement: 13 HD (Large); 14-27 HD (Huge)
Description
General
Special Ability

Energy Drain (Su): Living creatures hit by a devourer's claw attack or spectral hand ability receive one negative level. The Fortitude save to remove the negative level has a DC of 19.

Special Ability

Trap Essence (Su): The devourer is named for its ability to consume an enemy's life essence. To do so, it must forgo its normal melee attacks and make a trap essence attack. This requires a normal attack roll to hit but deals no damage. The affected creature must succeed at a Fortitude save (DC 19) or die instantly. The slain creature's essence is trapped within the devourer's ribs, and the diminutive figure takes on that victim's features. The trapped essence cannot be raised or resurrected, but a limited wish, miracle, or wish spell frees it, as does destroying the devourer. A devourer can hold only one essence at a time. The trapped essence provides the devourer with enough power to use five spell-like abilities per HD or level of the trapped creature. As this energy is expended, the twisted soul fades away until it evaporates completely. The trapped essence receives one negative level for every five spell-like uses. When the number of negative levels equals the creature's total HD or level, the essence is destroyed. If an essence is freed, the restored creature must succeed at a Fortitude save (DC 17) for each negative level or lose that level permanently.

Special Ability

Spell-Like Abilities: At the start of any encounter, the trapped essence within a devourer is assumed to have 3d4+3 levels (enough fuel for 30 to 75 uses). Once per round, the devourer can use one of following as the spell cast by an 18th-level sorcerer (save DC 13 + spell level): confusion, control undead, ghoul touch, lesser planar ally, ray of enfeeblement, spectral hand, suggestion, and true seeing.

Special Ability

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Special Ability

Spell Deflection (Su): The trapped essence provides a measure of magical protection. If any of the following spells are cast at the devourer and overcome its spell resistance, they affect the imprisoned essence instead: banishment, chaos hammer, confusion, detect thoughts, dispel evil, dominate person, emotion, fear, geas/quest, holy word, hypnosis, imprisonment, magic jar, maze, suggestion, trap the soul, or any form of charm or compulsion. In many cases, this effectively neutralizes the spell (charming a trapped essence, for example, is useless). Some of them (banishment, for example), might eliminate the trapped essence, robbing the devourer of its magical powers until it can consume another.

Digester
SizeAndType: Medium-Size Magical Beast
HitDice: 8d10+24 (68)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 60 ft.
ArmorClass: 17 (+2 Dex, +5 natural)
Attacks: Rake +11 melee
Damage: Rake 1d8+4
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Acid spray
SpecialQualities: Scent, acid immunity
Saves: Fort +9, Ref +8, Will +3
Abilities: Str 17, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +11, Listen +6, Jump +7, Spot +6
Feats: Alertness, Improved Initiative
ClimateAndTerrain: Temperate and warm land and underground
Organization: Solitary or pack (3-6)
ChallengeRating: 6
Treasure: None
Alignment: Always neutral
Advancement: 9-12 HD (Medium-size); 13-24 HD (Large)
Description
General
Combat

When hunting, it looks about for a likely target, then charges forth and delivers a gout of acid. If the initial attack is insufficient to kill the prey, the digester attacks with its hind feet until it can spray acid again.

Special Ability

Acid Spray (Ex): A digester can spray acid in a cone 20 feet long, dealing 4d8 points of damage to everything in the area.Once a digester uses this ability, it can't use it again until 1d4 rounds later. The creature can also produce a concentrated stream of acid that deals 8d8 points of damage to a single target within 5 feet. In either case, a successful Reflex save (DC 17) halves the damage.

Skills: The digester's coloration gives it a +4 racial bonus to Hide checks. It also has a +4 racial bonus to Jump checks.

Displacer Beast
SizeAndType: Large Magical Beast
HitDice: 6d10+18 (51)
Initiative: +2 (Dex)
Speed: 40 ft.
ArmorClass: 16 (-1 size, +2 Dex, +5 natural)
Attacks: 2 tentacles +9 melee, bite +4 melee
Damage: Tentacle 1d6+4, bite 1d8 +2
FaceAndReach: 5 ft. by 10 ft./5 ft. (15 ft. with tentacles)
SpecialQualities: Displacement, resistance to ranged attacks
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 18, Dex 15, Con 16, Int 5, Wis 12, Cha 8
Skills: Hide +12, Listen +3, Move Silently +7, Spot +6
Feats: Alertness, Dodge
ClimateAndTerrain: Temperate forest, hill, or mountains andunderground
Organization: Solitary, pair, or pride (6-10)
ChallengeRating: 4
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually lawful evil
Advancement: 7-9 HD (Large); 10-18 HD (Huge)
Description
General
Combat

Displacer beasts rake opponents with their tentacles and bite foes that get close.

Special Ability

Displacement (Su): A light-bending glamer continually surrounds a displacer beast, making it difficult to surmise the creature's true location. Any melee or ranged attack directed at it has a 50% miss chance unless the attacker can locate the beast by some means other than sight. A true seeing effect allows the user to see the beast's position, but see invisibility has no effect.

Special Ability

Resistance to Ranged Attacks (Su): A displacer beast gains a +2 resistance bonus to saves against any ranged spell or ranged magical attack that specifically targets it (except for ranged touch attacks).

Skills: A displacer beast receives a +8 racial bonus to Hide checks, thanks to its displacement power.

Doppelganger
SizeAndType: Medium-Size Shapechanger
HitDice: 4d8+4 (22)
Initiative: +1 (Dex)
Speed: 30 ft.
ArmorClass: 15 (+1 Dex, +4 natural)
Attacks: 2 slams +4 melee
Damage: Slam 1d6+1
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Detect thoughts
SpecialQualities: Alter self, immunities
Saves: Fort +5, Ref +5, Will +6
Abilities: Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 13
Skills: Bluff +12*, Disguise +12*, Listen +11, Sense Motive +6,Spot +8
Feats: Alertness, Dodge
ClimateAndTerrain: Any land and underground
Organization: Solitary, pair, or gang (3-6)
ChallengeRating: 3
Treasure: Double standard
Alignment: Usually neutral
Advancement: By character class
Description
General
Special Ability

Detect Thoughts (Su): A doppelganger can continuously detect thoughts as the spell cast by an 18th-level sorcerer (save DC 13). It can suppress or resume this ability as a free action.

Special Ability

Alter Self (Su): A doppelganger can assume the shape of any Small or Medium-size humanoid. This works like alter self as cast by an 18th-level sorcerer, but the doppelganger can remain in the chosen form indefinitely. It can assume a new form or return to its own as a standard action.

Special Ability

Immunities (Ex): Doppelgangers are immune to sleep and charm effects.

Skills: A doppelganger receives a +4 racial bonus to Bluff and Disguise checks. *When using alter self, a doppelganger receives an additional +10 circumstance bonus to Disguise checks. If it can read an opponent's mind, it gets a further +4 circumstance bonus to Bluff and Disguise checks.

Drider
SizeAndType: Large Aberration
HitDice: 6d8+18 (45)
Initiative: +2 (Dex)
Speed: 30 ft., climb 15 ft.
ArmorClass: 17 (-1 size, +2 Dex, +6 natural)
Attacks: 2 short swords +3 melee, bite +0 melee; or shortbow +5ranged
Damage: Short sword 1d6+2, short sword 1d6+1, bite 1d4+1;shortbow 1d6
FaceAndReach: 10 ft. by 10 ft./5 ft.
SpecialAttacks: Spells, spell-like abilities, poison
SpecialQualities: SR 14
Saves: Fort +5, Ref +4, Will +8
Abilities: Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16
Skills: Climb +14, Concentration +10, Hide +8, Listen +9, MoveSilently +7, Spellcraft +10, Spot +9
Feats: Ambidexterity, Combat Casting, Two-Weapon Fighting
ClimateAndTerrain: Underground
Organization: Solitary, pair, or troupe (1-2 plus 7-12 Medium-size monstrous spiders)
ChallengeRating: 7
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: By character class
Description
General

Driders speak Drow, Common, and Undercommon.

Combat

Driders seldom pass up an opportunity to attack other creatures, especially from ambush. They usually begin with a spell assault and often levitate out of the enemy's reach.

Special Ability

Spells: Driders may be 6th-level clerics, wizards, or sorcerers. Drider clerics can choose from the following domains: Chaos, Destruction, Evil, and Trickery.

Special Ability

Spell-Like Abilities: 1/day-dancing lights, darkness, detect chaos, detect evil, detect good, detect law, detect magic, faerie fire, and levitate. These abilities are as the spells cast by a 6th-level sorcerer (save DC 13 + spell level). Once per day a drider cleric can additionally use clairaudience/clairvoyance, discern lies, dispel magic, and suggestion as a 6th-level caster.

Special Ability

Poison (Ex): Bite, Fortitude save (DC 16), initial and secondary damage 1d6 temporary Strength.

Skills: A drider receives a +4 racial bonus to Hide and Move Silently checks.

Dryad
SizeAndType: Medium-Size Fey
HitDice: 2d6 (7)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft.
ArmorClass: 12 (+2 Dex)
Attacks: Dagger +1 melee
Damage: Dagger 1d4
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Spell-like abilities
SpecialQualities: Symbiosis
Saves: Fort +0, Ref +5, Will +5
Abilities: Str 10, Dex 15, Con 11, Int 14, Wis 15, Cha 18
Skills: Animal Empathy +9, Craft (any one) or Knowledge (any one)+6, Escape Artist +7, Hide +7, Listen +9, Move Silently +7, Sense Motive +7, Spot +9, Wilderness Lore +7
Feats: Alertness, Dodge, Improved Initiative
ClimateAndTerrain: Temperate and warm forest
Organization: Solitary or grove (4-7)
ChallengeRating: 1
Treasure: Standard
Alignment: Always chaotic good
Advancement: 3-4 HD (Medium-size)
Description
General

Dryads speak Common, Elven, and Sylvan.

Special Ability

Spell-Like Abilities: Dryads can communicate with plants at will (as speak with plants). They can also, at will, step inside any tree and use dimension door as cast by a 7th-level sorcerer to reach their own oak tree. A dryad can use charm person three times per day, as cast by a 4th-level sorcerer; targets must succeed at a Will save (DC 15) or be charmed for 4 hours.

Special Ability

Symbiosis (Su): Each dryad is mystically bound to a single, enormous oak tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad's oak does not radiate magic.

Demon:Dretch (Tanar'ri)
SizeAndType: Small Outsider (Chaotic, Evil)
HitDice: 2d8 (9)
Initiative: +0
Speed: 20 ft.
ArmorClass: 16 (+1 size, +5 natural)
Attacks: 2 claws +3 melee, bite +1 melee
Damage: Claw 1d4, bite 1d4
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Spell-like abilities, summon tanar'ri
SpecialQualities: Damage reduction 5/silver, SR 5, tanar'ri qualities
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 10, Dex 10, Con 10, Int 5, Wis 11, Cha 11
Feats: Multiattack
ClimateAndTerrain: Any land and underground
Organization: Solitary, gang (2-4), swarm (6-15), or mob (10-40)
ChallengeRating: 2
Treasure: None
Alignment: Always chaotic evil
Advancement: 3-6 HD (Small)
Description
General

Dretches speak Abyssal, Celestial, and Draconic.

Special Ability

Spell-Like Abilities: At will-darkness, scare, and telekinesis; 1/day-stinking cloud. These abilities are as the spells cast by a 2nd-level sorcerer (save DC 10 + spell level).

Special Ability

Summon Tanar'ri (Sp): Once per day a dretch can attempt to summon another dretch with a 35% chance of success. This is much as though casting a summon monster spell. Summoned creatures automatically return whence they came after 1 hour. A tanar'ri that has just been summoned cannot use its own summon ability for 1 hour.

Special Ability

Immunities (Ex): Dretches are immune to poison and electricity.

Special Ability

Resistances (Ex): Dretches have cold, fire, and acid resistance 20.

Special Ability

Telepathy (Su): Dretches can communicate telepathically with creatures within 100 feet that speak Abyssal.

Demon:Quasit
SizeAndType: Tiny Outsider (Chaotic, Evil)
HitDice: 3d8 (13)
Initiative: +3 (Dex)
Speed: 20 ft., fly 50 ft. (perfect)
ArmorClass: 18 (+2 size, +3 Dex, +3 natural)
Attacks: 2 claws +8 melee, bite +3 melee
Damage: Claw 1d3-1 and poison, bite 1d4-1
FaceAndReach: 2 1/2 ft. by 2 1/2 ft./0 ft.
SpecialAttacks: Spell-like abilities, poison
SpecialQualities: Damage reduction 5/silver, SR 5, poison immunity, fire resistance 20, alternate form, regeneration 2
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10
Skills: Hide +14, Listen +6, Move Silently +6, Search +4, Spellcraft +4, Spot +6
Feats: Weapon Finesse (bite, claw)
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 4-6 HD (Tiny)
Description
General

Quasits speak Abyssal, Celestial, and Draconic.

Special Ability

Spell-Like Abilities: At will-detect good, detect magic, and invisibility (self only); 1/day-cause fear (as the spell, except that its area is a 30-foot radius from the quasit). These abilities are as the spells cast by a 6th-level sorcerer (save DC 10 + spell level). Once per week a quasit can use commune to ask six questions (this is otherwise as the spell cast by a 12th-level cleric).

Special Ability

Poison (Ex): Claw, Fortitude save (DC 13); initial damage 1d4 temporary Dexterity, secondary damage 2d4 temporary Dexterity.

Special Ability

Alternate Form (Su): A quasit can assume other forms at will as a standard action. This ability functions as polymorph self cast by a 12th-level sorcerer, except that any individual quasit can assume only one or two forms no larger than Medium-size. Common forms include bat, monstrous centipede, toad, and wolf.

Special Ability

Regeneration (Ex): Quasits take normal damage from acid, and from holy and blessed weapons.

Demon:Succubus (Tanar'ri)
SizeAndType: Medium-Size Outsider (Chaotic, Evil)
HitDice: 6d8+6 (33)
Initiative: +1 (Dex)
Speed: 30 ft., fly 50 ft. (average)
ArmorClass: 20 (+1 Dex, +9 natural)
Attacks: 2 claws +7 melee
Damage: Claw 1d3+1
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Spell-like abilities, energy drain, summon tanar'ri
SpecialQualities: Damage reduction 20/+2, SR 12, tanar'ri qualities, alternate form, tongues
Saves: Fort +6, Ref +6, Will +7
Abilities: Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 20
Skills: Bluff +11, Concentration +7, Disguise +11*, Escape Artist +7, Hide +7, Knowledge (any one) +9, Listen +16, Move Silently +7, Ride +7, Search +9, Spot +16
Feats: Dodge, Mobility
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 9
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 7-12 HD (Medium-size)
Description
General

Succubi speak Abyssal, Celestial, and Draconic.

Special Ability

Spell-Like Abilities: At will-charm monster, clairaudience/ clairvoyance, darkness, desecrate, detect good, detect thoughts, doom, ethereal jaunt (self plus 50 pounds of objects only), suggestion, and teleport without error (self plus 50 pounds of objects only); 1/day unholy blight. These abilities are as the spells cast by a 12th-level sorcerer (save DC 15 + spell level).

Special Ability

Energy Drain (Su): A succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The succubus's kiss or embrace inflicts one negative level; the victim must succeed at a Wisdom check (DC 15) to even notice. The Fortitude save to remove the negative level has a DC of 18.

Special Ability

Summon Tanar'ri (Sp): Once per day a succubus can attempt to summon one balor with a 10% chance of success. This is much as though casting a summon monster spell. Summoned creatures automatically return whence they came after 1 hour. A tanar'ri that has just been summoned cannot use its own summon ability for 1 hour.

Special Ability

Alternate Form (Su): Succubi can assume any humanoid form of Small to Large size as a standard action. This ability is similar to the polymorph self spell but allows only humanoid forms. *While using this ability, a succubus gains a +10 circumstance bonus to Disguise checks.

Special Ability

Tongues (Su): A succubus has a permanent tongues ability as the spell cast by a 12th-level sorcerer. Succubi usually use verbal communication with mortals and save telepathic communication for conversing with other fiends.

Special Ability

Immunities (Ex): A succubus is immune to poison and electricity.

Special Ability

Resistances (Ex): A succubus has cold, fire, and acid resistance 20.

Special Ability

Telepathy (Su): A succubus can communicate telepathically with any creature within 100 feet that has a language.

Skills: Succubi receive a +8 racial bonus to Listen and Spot checks. *When using alternate form, a succubus receives an additional +10 circumstance bonus to Disguise checks.

Demon:Bebilith
SizeAndType: Huge Outsider (Chaotic, Evil)
HitDice: 12d8+48 (102)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 40 ft., climb 20 ft.
ArmorClass: 25 (-2 size, +1 Dex, +16 natural)
Attacks: Bite +19 melee, 2 claws +14 melee
Damage: Bite 2d6+9 and poison, claw 2d4+4 and armor damage
FaceAndReach: 15 ft. by 15 ft./10 ft.
SpecialAttacks: Web, poison, armor damage
SpecialQualities: Damage reduction 30/+3, protective aura, plane shift, scent, telepathy
Saves: Fort +12, Ref +9, Will +9
Abilities: Str 28, Dex 12, Con 18, Int 11, Wis 13, Cha 13
Skills: Climb +21, Hide +11, Jump +21, Listen +17, Move Silently +15, Search +14, Sense Motive +15, Spot +17
Feats: Alertness, Cleave, Improved Initiative, Power Attack
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 9
Treasure: None
Alignment: Always chaotic evil
Advancement: 13-18 HD (Huge); 19-36 HD (Gargantuan)
Description
General

Bebiliths do not speak but understand Abyssal. Their telepathy allows them to communicate silently with one another.

Special Ability

Web (Ex): Four times per day a bebilith can shoot webs from its abdomen. This attack is like a web spell, with a few exceptions. The range is 30 feet, and the webs are permanent, nonmagical, and cannot be dispelled. The DC for evading or breaking free from the webs is 20, and there is a 75% chance that the webbing won't burn if any sort of fire is applied to it (check each round).

Special Ability

Poison (Ex): Bite, Fortitude save (DC 20); initial damage 1d6 temporary Constitution, secondary damage 2d6 temporary Constitution. Bebilith venom is highly perishable, losing its potency and becoming inert, foul-smelling goo almost as soon as it comes into contact with air.

Special Ability

Armor Damage (Ex): A bebilith's claws can catch and tear an opponent's armor. If the opponent has both armor and a shield, roll 1d6: A roll of 1-4 affects the armor and a roll of 5-6 affects the shield. Make a grapple check whenever the bebilith hits with a claw attack, adding to the opponent's roll any magical bonus for the armor or shield. If the bebilith wins, the affected armor or shield is torn away and ruined.

Special Ability

Protective Aura (Su): A magic circle against chaos, evil, good, or law effect always surrounds a bebilith, identical with the spell cast by a 12th-level sorcerer. The bebilith usually chooses magic circle against chaos but can change the aura each round as a free action. The aura can be dispelled, but the bebilith can create it again during its next turn as a free action. (The defensive benefits from the aura are not included in the creature's statistics.)

Special Ability

Plane Shift (Su): This ability affects only the bebilith. It is otherwise similar to the spell of the same name.

Skills: The bebilith's mottled coloration gives it a +8 racial bonus to Hide checks.

Demon:Retriever
SizeAndType: Huge Construct
HitDice: 10d10 (55)
Initiative: +1 (Dex)
Speed: 50 ft.
ArmorClass: 22 (-2 size, +1 Dex, +13 natural)
Attacks: 4 claws +12 melee
Damage: Claw 2d6+7
FaceAndReach: 10 ft. by 10 ft./10 ft.
SpecialAttacks: Eye rays +6 ranged touch, improved grab, find target
SpecialQualities: Construct, regeneration 5
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 25, Dex 13, Con -, Int -, Wis 11, Cha 1
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 10
Treasure: None
Alignment: Always chaotic evil
Advancement: 11-15 HD (Huge); 16-30 HD (Gargantuan)
Description
General

Retrievers speak Abyssal, Celestial, and Draconic.

Special Ability

Eye Rays (Su): A retriever's eyes can produce four different magical rays with a range of 100 feet. Each round, it can fire two rays, but an individual ray is usable only once every 6 rounds. It cannot fire rays in the same round as it makes physical attacks. Each effect follows the rules for a ray. Save DC is 16. The four eye effects are:

  • Fire: Deals 12d6 fire damage to the target and to all those within 5 feet (those nearby are allowed Reflex saves to halve the damage).
  • Cold: Deals 12d6 cold damage to the target.
  • Electricity: Deals 12d6 electricity damage to the target.
  • Petrification: The target must succeed at a Fortitude save or turn to stone permanently.

Special Ability

Improved Grab (Ex): To use this ability, the retriever must hit with its bite attack. If it gets a hold, it holds the opponent fast in its mouth. This is how it usually "retrieves" things.

Special Ability

Find Target (Sp): When ordered to find an item or being, a retriever does so unerringly, as though guided by discern location.

Special Ability

Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Special Ability

Regeneration (Ex): Blessed and holy weapons deal normal damage to retrievers.

A retriever that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. A retriever regrows lost body parts in one day (lost parts become inert).

Demon:Vrock (Tanar'ri)
SizeAndType: Large Outsider (Chaotic, Evil)
HitDice: 8d8+24 (60)
Initiative: +2 (Dex)
Speed: 30 ft., fly 50 ft. (average)
ArmorClass: 25 (-1 size, +2 Dex, +14 natural)
Attacks: 2 claws +11 melee, bite +9 melee, 2 rakes +9 melee
Damage: Claw 1d8+4, bite 1d6+2, rake 1d4+2
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Spell-like abilities, spores, screech, dance of ruin, summon tanar'ri
SpecialQualities: Damage reduction 20/+2, SR 22, tanar'ri qualities
Saves: Fort +9, Ref +8, Will +8
Abilities: Str 19, Dex 15, Con 17, Int 14, Wis 14, Cha 12
Skills: Concentration +14, Hide +9, Knowledge (any one) +12, Listen +13, Move Silently +13, Search +13, Sense Motive +13, Spellcraft +12, Spot +12
Feats: Cleave, Multiattack, Power Attack
ClimateAndTerrain: Any land and underground
Organization: Solitary, gang (2-4), or squad (6-10)
ChallengeRating: 13
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 9-12 HD (Large); 13-24 HD (Huge)
Description
General

Vrocks speak Abyssal, Celestial, and Draconic.

Special Ability

Spell-Like Abilities: At will: darkness, desecrate, detect good, detect magic, mass charm, mirror image, telekinesis, and teleport without error (self plus 50 pounds of objects only). These abilities are as the spells cast by a 12th-level sorcerer (save DC 11 + spell level).

Special Ability

Spores (Ex): A vrock can release masses of spores from its body once every 3 rounds. The spores automatically deal 1d8 points of damage to all creatures within 5 feet of the vrock. They then penetrate the skin and grow, dealing an additional 1d2 points of damage each round for 10 rounds. At the end of this time, the victim is covered with a tangle of viny growths. A delay poison spell stops the spores' growth for its duration. Bless, neutralize poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water.

Special Ability

Stunning Screech (Su): Once per hour a vrock can emit a piercing screech. Every creature within a 30-foot radius must succeed at a Fortitude save (DC 17) or be stunned for 1 round.

Special Ability

Dance of Ruin (Su): To use this ability, a group of five or more vrocks join hands in a circle, dancing wildly and chanting. If they dance for 3 rounds, a wave of crackling energy flashes outward in a 100-foot radius. All nondemon creatures within the radius take 2d20 points of damage (Reflex half DC 15). Forcing the vrocks to break the circle stops the dance.

Special Ability

Summon Tanar'ri (Sp): Once per day a vrock can attempt to summon 2d10 dretches or another vrock with a 35% chance of success. This is much as though casting a summon monster spell. Summoned creatures automatically return whence they came after 1 hour. A tanar'ri that has just been summoned cannot use its own summon ability for 1 hour.

Special Ability

Immunities (Ex): Vrocks are immune to poison and electricity.

Special Ability

Resistances (Ex): Vrocks have cold, fire, and acid resistance 20.

Special Ability

Telepathy (Su): Vrocks can communicate telepathically with any creature within 100 feet that has a language.

Skills: Vrocks receive a +8 racial bonus to Listen and Spot checks.

Demon:Hezrou (Tanar'ri)
SizeAndType: Large Outsider (Chaotic, Evil)
HitDice: 9d8+27 (67)
Initiative: +0
Speed: 30 ft.
ArmorClass: 26 (-1 size, +17 natural)
Attacks: Bite +13 melee, 2 claws +8 melee melee, bite +13 melee
Damage: Bite 4d4+5, claw 1d6+2
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Spell-like abilities, stench, improved grab, summon tanar'ri
SpecialQualities: Damage reduction 20/+2, SR 23, tanar'ri qualities, half damage
Saves: Fort +9, Ref +6, Will +8
Abilities: Str 21, Dex 10, Con 17, Int 14, Wis 14, Cha 14
Skills: Concentration +15, Hide +14, Listen +22, Move Silently +12, Search +14, Spellcraft +14, Spot +22
Feats: Blind-Fight, Cleave, Power Attack
ClimateAndTerrain: Any land and underground
Organization: Solitary or gang (2-4)
ChallengeRating: 14
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 10-13 HD (Large); 14-27 HD (Huge)
Description
General

Hezrous speak Abyssal, Celestial, and Draconic.

Special Ability

Spell-Like Abilities: At will-animate object, blasphemy, blink, chaos hammer, deeper darkness, desecrate, detect good, detect magic, dispel good, magic circle against good, produce flame, summon swarm, teleport without error (self plus 50 pounds of objects only), and unholy blight; 3/day-gaseous form. These abilities are as the spells cast by a 13th-level sorcerer (save DC 12 + spell level).

Special Ability

Stench (Ex): A hezrou's skin produces a foul-smelling, toxic liquid whenever it fights. All creatures (except other tanar'ri) within 10 feet must succeed at a Fortitude save (DC 17) or be overwhelmed by nausea. They are rendered helpless from gagging and vomiting for as long as they remain in the affected area and for 1d4 rounds afterward. Creatures who successfully save suffer a -2 morale penalty to attack rolls but cannot be affected again by the same hezrou's stench for one day. A delay poison or neutralize poison spell removes the effect from one creature.

Special Ability

Improved Grab (Ex): To use this ability, the hezrou must hit a Medium-size or smaller opponent with both claw attacks.

Special Ability

Summon Tanar'ri (Sp): Once per day a hezrou can attempt to summon 4d10 dretches or another hezrou with a 35% chance of success. This is much as though casting a summon monster spell. Summoned creatures automatically return whence they came after 1 hour. A tanar'ri that has just been summoned cannot use its own summon ability for 1 hour.

Special Ability

Half Damage (Ex): Any nonmagical attack against a hezrou, including hits from enchanted weapons, deals only half damage. This effect does not stack with the hezrou's damage reduction; apply either the damage reduction or the half damage, whichever results in the least amount of damage suffered.

Special Ability

Immunities (Ex): Hezrous are immune to poison and electricity.

Special Ability

Resistances (Ex): Hezrous have cold, fire, and acid resistance 20.

Special Ability

Telepathy (Su): Hezrous can communicate telepathically with any creature within 100 feet that has a language.

Skills: Hezrous receive a +8 racial bonus to Listen and Spot checks.

Demon:Glabrezu (Tanar'ri)
SizeAndType: Huge Outsider (Chaotic, Evil)
HitDice: 10d8+40 (85)
Initiative: +0
Speed: 40 ft.
ArmorClass: 27 (-2 size, +19 natural)
Attacks: 2 pincers +15 melee, 2 claws +13
Damage: Pincer 2d6+7, claw 1d3+3, bite 1d4+3
FaceAndReach: 5 ft. by 10 ft./15 ft.
SpecialAttacks: Spell-like abilities, improved grab, summon tanar'ri
SpecialQualities: Damage reduction 20/+2, SR 21, tanar'ri qualities, detect magic, true seeing
Saves: Fort +11, Ref +7, Will +10
Abilities: Str 25, Dex 10, Con 19, Int 16, Wis 16, Cha 16
Skills: Bluff +13, Concentration +14, Hide +2, Knowledge (any one)+13, Listen +21, Move Silently +10, Scry +13, Search +13, Sense Motive +13, Spellcraft +13, Spot +21
Feats: Cleave, Multiattack, Power Attack
ClimateAndTerrain: Any land and underground
Organization: Solitary or troupe (1 glabrezu, 1 succubus, and 2-5 vrocks)
ChallengeRating: 15
Treasure: Standard coins; double goods; standard items
Alignment: Always chaotic evil
Advancement: 11-15 HD (Huge); 16-30 HD (Gargantuan)
Description
General

Glabrezu speak Abyssal, Celestial, and Draconic.

Special Ability

Spell-Like Abilities: At will-burning hands, chaos hammer, charm person, confusion, death knell, deeper darkness, desecrate, detect good, dispel magic, enlarge, mirror image, reverse gravity, shatter, and unholy blight. These abilities are as the spells cast by a 10th-level sorcerer (save DC 13 + spell level).

A glabrezu also can teleport without error (self plus 50 pounds of objects only) at will as the spell cast by a 12th-level sorcerer. Seven times per day it can cast power word, stun as a 15th-level sorcerer.

Special Ability

Improved Grab (Ex): To use this ability, the glabrezu must hit a Medium-size or smaller opponent with a pincer attack. If it gets a hold, it deals automatic pincer damage each round the hold is maintained.

Special Ability

Summon Tanar'ri (Sp): Once per day a glabrezu can attempt to summon 4d10 dretches or 1d2 vrocks with a 50% chance of success, or another glabrezu with a 20% chance of success. This is much as though casting a summon monster spell. Summoned creatures automatically return whence they came after 1 hour. A tanar'ri that has just been summoned cannot use its own summon ability for 1 hour.

Special Ability

Detect Magic (Su): Glabrezu continuously detect magic as the spell cast by a 12th-level sorcerer.

Special Ability

True Seeing (Su): Glabrezu continuously use true seeing as the spell cast by a 12th-level cleric.

Special Ability

Immunities (Ex): Glabrezu are immune to poison and electricity.

Special Ability

Resistances (Ex): Glabrezu have cold, fire, and acid resistance 20.

Special Ability

Telepathy (Su): Glabrezu can communicate telepathically with any creature within 100 feet that has a language.

Skills: Glabrezu receive a +8 racial bonus to Listen and Spot checks.

Demon:Nalfeshnee (Tanar'ri)
SizeAndType: Huge Outsider (Chaotic, Evil)
HitDice: 11d8+44 (93)
Initiative: +1 (Dex)
Speed: 30 ft., fly 40 ft. (poor)
ArmorClass: 28 (-2 size, +1 Dex, +19 natural)
Attacks: Bite +15 melee, 2 claws +13 melee
Damage: Bite 2d4+6, claw 1d4+3
FaceAndReach: 10 ft. by 10 ft./15 ft.
SpecialAttacks: Spell-like abilities, smite, summon tanar'ri
SpecialQualities: Damage reduction 20/+2, SR 24, tanar'ri qualities, know alignment, see invisibility
Saves: Fort +11, Ref +8, Will +13
Abilities: Str 23, Dex 13, Con 19, Int 22, Wis 22, Cha 16
Skills: Bluff +17, Concentration +18, Diplomacy +17, Hide +7 Knowledge (arcana) +16, Listen +26, Move Silently +15, Scry +19, Search +20, Sense Motive +19, Spellcraft +20, Spot +26
Feats: Cleave, Multiattack, Power Attack
ClimateAndTerrain: Any land and underground
Organization: Solitary or troupe (1 nalfeshnee, 1 hezrou, and 2-5 vrocks)
ChallengeRating: 16
Treasure: Standard coins; double goods; standard items
Alignment: Always chaotic evil
Advancement: 12-17 HD (Huge); 18-33 HD (Gargantuan)
Description
General

Nalfeshnees speak Abyssal, Celestial, and Draconic.

Special Ability

Spell-Like Abilities: At will-alter self, call lightning, chaos hammer, chill touch, death knell, deeper darkness, desecrate, detect magic, feeblemind, forget, greater dispelling, invisibility (self only), magic circle against good (self only), mirror image, raise dead, slow, teleport without error (self plus 50 pounds of objects only), unholy aura, unholy blight, and web. These abilities are as the spells cast by a 12th-level sorcerer (save DC 13 + spell level).

Special Ability

Smite (Su): Three times per day a nalfeshnee can create a nimbus of unholy light. When the demon triggers the ability, rainbow-colored beams play around its body. One round later they burst in a 60-foot radius. Affected creatures take 15 points of damage (Reflex half DC 18). They also must succeed at a Will save (DC 18) or be in a stupor for 1d10 rounds as visions of their worst fears hound them. They receive full Dexterity and shield bonuses to AC if attacked but can take no actions. Other tanar'ri are immune to this effect.

Special Ability

Summon Tanar'ri (Sp): Twice per day a nalfeshnee can attempt to summon 1d4 vrocks, 1d4 hezrous, or one glabrezu with a 50% chance of success, or another nalfeshnee with a 20% chance of success. This is much as though casting a summon monster spell. Summoned creatures automatically return whence they came after 1 hour. A tanar'ri that has just been summoned cannot use its own summon ability for 1 hour.

Special Ability

Know Alignment (Su): Nalfeshnees always know the alignment of any creature that they look upon.

Special Ability

See Invisibility (Su): Nalfeshnees continuously see invisibility as the spell cast by a 12th-level sorcerer.

Special Ability

Immunities (Ex): Nalfeshnees are immune to poison and electricity.

Special Ability

Resistances (Ex): Nalfeshnees have cold, fire, and acid resistance 20.

Special Ability

Telepathy (Su): Nalfeshnees can communicate telepathically with any creature within 100 feet that has a language.

Skills: Nalfeshnees receive a +8 racial bonus to Listen and Spot checks.

Demon:Marilith (Tanar'ri)
SizeAndType: Large Outsider (Chaotic, Evil)
HitDice: 9d8+45 (85)
Initiative: +2 (Dex)
Speed: 40 ft.
ArmorClass: 29 (-1 size, +2 Dex, +18 natural)
Attacks: Weapon +13/+8 melee, 5 weapons +13 melee, tail slam +11 melee
Damage: Weapon 1d8+5, weapons 1d8+2, tail slam 4d6+2
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Spell-like abilities, improved grab, constrict 4d6+7, summon tanar'ri
SpecialQualities: Damage reduction 20/+2, SR 25, tanar'ri qualities
Saves: Fort +11, Ref +8, Will +10
Abilities: Str 21, Dex 15, Con 21, Int 18, Wis 18, Cha 16
Skills: Bluff +14, Concentration +15, Hide +10, Listen +24, Move Silently +12, Scry +14, Search +14, Sense Motive +15, Spellcraft +14, Spot +24
Feats: Cleave, Multiattack, Multidexterity, Multiweapon Fighting, Power Attack
ClimateAndTerrain: Any land and underground
Organization: Solitary or pair
ChallengeRating: 17
Treasure: Standard coins; double goods; standard items, plus 1d4 magic weapons
Alignment: Always chaotic evil
Advancement: 10-13 HD (Large); 14-27 HD (Huge)
Description
General

Mariliths speak Abyssal, Celestial, and Draconic.

Special Ability

Spell-Like Abilities: At will-animate dead, bestow curse, chaos hammer, cloudkill, comprehend languages, darkness, desecrate, detect good, detect law, detect magic, inflict serious wounds, magic circle against good (self only), magic weapon, project image, polymorph self, pyrotechnics, see invisibility, shatter, telekinesis, teleport without error (self plus 50 pounds of objects only), unholy aura, and unholy blight. These abilities are as the spells cast by a 13th-level sorcerer (save DC 13 + spell level).

Special Ability

Improved Grab (Ex): To use this ability, the marilith must hit a Medium-size or smaller opponent with its tail slam attack. If it succeeds, it can constrict.

Special Ability

Constrict (Ex): A marilith deals 4d6+7 points of damage with a successful grapple check against Medium-size or smaller creatures. The constricted creature must succeed at a Fortitude save (DC 19) or lose consciousness for at long as it remains in the coils and for 2d4 rounds thereafter.

Special Ability

Summon Tanar'ri (Sp): Once per day a marilith can attempt to summon 4d10 dretches, 1d4 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or another marilith with a 20% chance of success. This is much as though casting a summon monster spell. Summoned creatures automatically return whence they came after 1 hour. A tanar'ri that has just been summoned cannot use its own summon ability for 1 hour.

Special Ability

Immunities (Ex): Mariliths are immune to poison and electricity.

Special Ability

Resistances (Ex): Mariliths have cold, fire, and acid resistance 20.

Special Ability

Telepathy (Su): Mariliths can communicate telepathically with any creature within 100 feet that has a language.

Skills: Mariliths receive a +8 racial bonus to Listen and Spot checks.

Feats: A marilith receives the Multidexteriry and Multiweapon Fighting feats as bonus feats. In combination with its natural abilities, these feats allow the marilith to attack with all its arms at no penalty.

Demon:Balor (Tanar'ri)
SizeAndType: Large Outsider (Chaotic, Evil)
HitDice: 13d8+52 (110)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 40 ft., fly 90 ft. (good)
ArmorClass: 30 (-1 size, +1 Dex, +20 natural)
Attacks: +1 vorpal greatsword +18/+13/+8 melee, whip +17 melee; or 2 slams +19 melee
Damage: +1 vorpal greatsword 2d6+8, whip 1d4+3 and entangle; or slam 1d6+7 and fear
FaceAndReach: 5 ft. by 5 ft./10 ft. (15 ft. with whip)
SpecialAttacks: Spell-like abilities, fear, entangle, body flames, summon tanar'ri
SpecialQualities: Damage reduction 30/+3, SR 28, tanar'ri qualities, death throes
Saves: Fort +12, Ref +9, Will +13
Abilities: Str 25, Dex 13, Con 19, Int 20, Wis 20, Cha 16
Skills: Bluff +18, Concentration +19, Diplomacy +17, Hide +13, Knowledge (any one) +13, Listen +28, Move Silently +13, Scry +21, Search +20, Sense Motive +20, Spellcraft +21, Spot +29
Feats: Ambidexterity, Cleave, Improved Initiative, Two-Weapon Fighting
ClimateAndTerrain: Any land and underground
Organization: Solitary or troupe (1 balor, 1 marilith, and 2-5 hezrous)
ChallengeRating: 18
Treasure: Standard coins; double goods, plus whip; standard items, plus +1 vorpal greatsword
Alignment: Always chaotic evil
Advancement: 14-19 HD (Large); 20-39 HD (Huge)
Description
General

Balors speak Abyssal, Celestial, and Draconic.

Special Ability

Spell-Like Abilities: At will-blasphemy, deeper darkness, desecrate, detect good, detect law, fear, greater dispelling, pyrotechnics, read magic, suggestion, symbol (any), telekinesis, teleport without error (self plus 50 pounds of objects only), tongues (self only), unhallow, unholy aura, unholy blight, and wall of fire; 1/day-fire storm and implosion. These abilities are as the spells cast by a 20th-level sorcerer (save DC 13 + spell level).

Special Ability

Fear (Su): A creature hit by a balor's slam attack must succeed at a Will save (DC 19) or flee in terror for 1d6 rounds.

Special Ability

Entangle (Ex): A balor's whip entangles foes much like an attack with a net. The whip has a maximum range of 40 feet, with a range increment of 10 feet, and 20 hit points. The whip needs no folding. If it hits, the target and the balor immediately make opposed Strength checks; if the balor wins, it drags the target against its flaming body (see below). The target remains anchored against the balor's body until it escapes the whip.

Special Ability

Body Flames (Su): Balors can wreathe their bodies in roaring flames as a free action. The balor suffers no harm, but anyone grappling with it takes 4d6 points of fire damage each round.

Special Ability

Vorpal Sword (Su): Every balor carries a +1 vorpal greatsword that looks like a flame or a bolt of lightning. The sword also has the spell-like ability to detect good as cast by a 12th-level sorcerer, except that its range is 30 feet.

Special Ability

Detect Magic (Su): Balors continuously detect magic as the spell cast by a 20th-level sorcerer.

Special Ability

See Invisibility (Su): Balors continuously see invisibility as the spell cast by a 20th-level sorcerer.

Special Ability

Summon Tanar'ri (Sp): Once per day a balor can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor. This is much as though casting a summon monster spell. Summoned creatures automatically return whence they came after 1 hour. A tanar'ri that has just been summoned cannot use its own summon ability for 1 hour.

Special Ability

Death Throes (Ex): When killed, a balor explodes in a blinding flash of light that deals 50 points of damage to everything within 100 feet (Reflex half DC 20).

Special Ability

Immunities (Ex): Balors are immune to poison and electricity.

Special Ability

Resistances (Ex): Balors have cold, fire, and acid resistance 20.

Special Ability

Telepathy (Su): Balors can communicate telepathically with any creature within 100 feet that has a language.

Skills: Balors receive a +8 racial bonus to Listen and Spot checks.

Devil:Lemure (Baatezu)
SizeAndType: Medium-Size Outsider (Evil, Lawful)
HitDice: 2d8 (9)
Initiative: +0
Speed: 20 ft.
ArmorClass: 13 (+3 natural)
Attacks: 2 claws +2 melee
Damage: Claw 1d3
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Damage reduction 5/silver, SR 5, baatezu qualities, mindless
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 10, Dex 10, Con 10, Int -, Wis 11, Cha 5
ClimateAndTerrain: Any land and underground
Organization: Solitary, gang (2-4), swarm (6-15), or mob (10-40)
ChallengeRating: 1
Treasure: None
Alignment: Always lawful evil
Advancement: 3-6 HD (Small)
Description
General

Lemures speak Infernal, Celestial, and Draconic.

Special Ability

Mindless (Ex): Lemures are immune to all mind-influencing effects.

Special Ability

Immunities (Ex): Baatezu are immune to fire and poison.

Special Ability

Resistances (Ex): Baatezu have cold and acid resistance 20.

Special Ability

See in Darkness (Su): All devils can see perfectly in darkness of any kind, even that created by deeper darkness spells.

Devil:Imp
SizeAndType: Tiny Outsider (Evil, Lawful)
HitDice: 3d8 (13)
Initiative: +3 (Dex)
Speed: 20 ft., fly 50 ft. (perfect)
ArmorClass: 18 (+2 size, +3 Dex, +3 natural)
Attacks: Sting +8 melee
Damage: Sting 1d4 and poison
FaceAndReach: 2 1/2 ft. by 2 1/2 ft./0 ft.
SpecialAttacks: Spell-like abilities, poison
SpecialQualities: Damage reduction 5/silver, SR 5, poison immunity, fire resistance 20, see in darkness, polymorph, regeneration 2
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 10
Skills: Hide +15, Listen +5, Move Silently +5, Search +5, Spellcraft +5, Spot +5
Feats: Dodge, Weapon Finesse (sting)
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 2
Treasure: None
Alignment: Always lawful evil
Advancement: 4-6 HD (Tiny)
Description
General

Imps speak Infernal, Celestial, and Draconic.

Special Ability

Spell-Like Abilities: At will: detect good, detect magic, and invisibility (self only); 1/day-suggestion. These abilities are as the spells cast by a 6th-level sorcerer (save DC 10 + spell level).

Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell cast by a 12th-level cleric.

Special Ability

Poison (Ex): Sting, Fortitude save (DC 13); initial damage 1d4 temporary Dexterity, secondary damage 2d4 temporary Dexterity.

Special Ability

Polymorph (Su): An imp can assume other forms at will as a standard action. This ability functions as polymorph self cast by a 12th-level sorcerer, except that an individual imp can assume only one or two forms no larger than Medium-size. Common forms include monstrous spider, raven, rat, and boar.

Special Ability

Regeneration (Ex): Imps take normal damage from acid, and from holy and blessed weapons (if silver or enchanted).

Special Ability

See in Darkness (Su): All devils can see perfectly in darkness of any kind, even that created by deeper darkness spells.

Devil:Osyluth (Baatezu)
SizeAndType: Large Outsider (Evil, Lawful)
HitDice: 5d8+10 (32)
Initiative: +4 (Improved Initiative)
Speed: 40 ft.
ArmorClass: 17 (-1 size, +8 natural)
Attacks: Bite +9 melee, 2 claws +4 melee, sting +4 melee
Damage: Bite 1d8+5, claw 1d4+2, sting 3d4+2 and poison
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Spell-like abilities, fear aura, poison, summon baatezu
SpecialQualities: Damage reduction 10/+1, SR 22, baatezu qualities, know alignment
Saves: Fort +6, Ref +4, Will +6
Abilities: Str 21, Dex 10, Con 15, Int 14, Wis 14, Cha 14
Skills: Concentration +8, Hide +3, Listen +11, Move Silently +8, Search +8, Sense Motive +10, Spot +12
Feats: Alertness, Improved Initiative
ClimateAndTerrain: Any land and underground
Organization: Solitary, team (2-4), or squad (6-10)
ChallengeRating: 6
Treasure: Standard
Alignment: Always lawful evil
Advancement: 6-8 HD (Large); 9-15 HD (Huge)
Description
General

Osyluths speak Infernal, Celestial, and Draconic.

Special Ability

Spell-Like Abilities: At will-animate dead, charm person, dimensional anchor, doom, fly, invisibility (self only), major image, suggestion, and wall of ice. These abilities are as the spells cast by a 7th-level sorcerer (save DC 12 + spell level).

An osyluth can also teleport without error (self plus 50 pounds of objects only) at will as the spell cast by a 12th-level sorcerer.

Special Ability

Fear Aura (Su): Osyluths can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed at a Will save (DC 14) or be affected as though by a fear spell cast by a 7th-level sorcerer. A creature that successfully saves cannot be affected again by the same osyluth's aura for one day. Other baatezu are immune to the aura.

Special Ability

Poison (Ex): Sting, Fortitude save (DC 14); initial damage 1d6 temporary Strength, secondary damage 2d6 temporary Strength.

Special Ability

Summon Baatezu (Sp): Once per day an osyluth can attempt to summon 2d10 lemures with a 50% chance of success, or another osyluth with a 35% chance of success. This is much as though casting a summon monster spell. Summoned creatures automatically return whence they came after 1 hour. A baatezu that has just been summoned cannot use its own summon ability for 1 hour.

Special Ability

Know Alignment (Su): Osyluths always know the alignment of any creature they look upon.

Special Ability

Immunities (Ex): Baatezu are immune to fire and poison.

Special Ability

Resistances (Ex): Baatezu have cold and acid resistance 20.

Special Ability

See in Darkness (Su): All devils can see perfectly in darkness of any kind, even that created by deeper darkness spells.

Special Ability

Telepathy (Su): Baatezu can communicate telepathically with any creature within 100 feet that has a language.

Devil:Kyton
SizeAndType: Medium-Size Outsider (Evil, Lawful)
HitDice: 8d8+8 (44)
Initiative: +4 (Improved Initiative)
Speed: 30 ft.
ArmorClass: 18 (+8 natural)
Attacks: 2 chain rakes +9 melee
Damage: Chain rake 1d8+1
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Dancing chains, unnerving gaze
SpecialQualities: Damage reduction 20/+2, SR 17, cold immunity, regeneration 2
Saves: Fort +7, Ref +6, Will +6
Abilities: Str 13, Dex 11, Con 13, Int 6, Wis 10, Cha 12
Skills: Climb +12, Craft (blacksmithing) +10, Escape Artist +11, Listen +13, Spot +13
Feats: Alertness, Improved Critical (chain), Improved Initiative
ClimateAndTerrain: Any land and underground
Organization: Solitary, gang (2-4), band (6-10), or mob (11-20)
ChallengeRating: 6
Treasure: Standard
Alignment: Always lawful evil
Advancement: 9-16 HD (Medium-size)
Description
General

Kytons speak Infernal and Common.

Special Ability

Dancing Chains (Su): A kyton's most awesome attack is its ability to control all chains within 20 feet as a standard action, making them dance or move as it wishes. In addition, the kyton can increase the chains' length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the kyton itself. A kyton can climb chains it controls at its normal speed without a Climb check.

Special Ability

Unnerving Gaze (Su): A kyton can make its face resemble one of the opponent's departed loved ones or bitter enemies. Those subjected to the gaze must succeed at a Will save (DC 15) or suffer a -1 morale penalty to all attack rolls for 1d3 rounds.

Special Ability

Regeneration (Ex): Kytons take normal damage from fire, acid, and blessed weapons. A kyton that loses a piece of its body regrows it in 2d6x10 minutes. Holding the severed member against the stump enables it to reattach instantly.

Special Ability

See in Darkness (Su): All devils can see perfectly in darkness of any kind, even that created by deeper darkness spells.

Skills: Kytons receive a +8 racial bonus to Craft skills involving metalwork.

Devil:Hellcat
SizeAndType: Large Outsider (Evil, Lawful)
HitDice: 7d8+21 (52)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 40 ft.
ArmorClass: 14 (-1 size, +2 Dex, +3 natural)
Attacks: 2 claws +12 melee, bite +7 melee
Damage: Claw 1d4+6, bite 2d6+3
FaceAndReach: 5 ft. by 10 ft./5 ft.
SpecialAttacks: Pounce, improved grab, rake 1d4+3
SpecialQualities: Scent, invisible in light, SR 16, damage reduction 20/+2, fire resistance 20
Saves: Fort +8, Ref +7, Will +7
Abilities: Str 23, Dex 15, Con 17, Int 10, Wis 14, Cha 10
Skills: Climb +16, Jump +16, Listen +16, Move Silently +16, Spot +12, Swim +12
Feats: Dodge, Improved Initiative
ClimateAndTerrain: Any land and underground
Organization: Solitary, pair, or pride (6-10)
ChallengeRating: 7
Treasure: None
Alignment: Always lawful evil
Advancement: 8-10 HD (Large); 11-21 HD (Huge)
Description
General

Hellcats use a natural telepathy to communicate with one another and those they encounter.

Special Ability

Pounce (Ex): If a hellcat leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Special Ability

Improved Grab (Ex): To use this ability, the hellcat must hit with its bite attack. If it gets a hold, it can rake.

Special Ability

Rake (Ex): A hellcat can make two rake attacks (+12 melee) against a held creature with its hind legs for 1d4+3 damage each. If the hellcat pounces on an opponent, it can also rake.

Special Ability

Invisible in Light (Ex): A hellcat is invisible in any area lit well enough for a human to see. In a darkened area, it shows up as a faintly glowing outline visible up to 30 feet away (60 feet if the viewer has low-light vision). Magical darkness smothers the glow and conceals the outline.

Special Ability

See in Darkness (Su): All devils can see perfectly in darkness of any kind, even that created by deeper darkness spells.

Skills: Hellcats receive a +4 racial bonus to Listen and Move Silently checks.

Devil:Barbazu (Baatezu)
SizeAndType: Medium-Size Outsider (Evil, Lawful)
HitDice: 6d8+6 (33)
Initiative: +4 (Improved Initiative)
Speed: 40 ft.
ArmorClass: 17 (+7 natural)
Attacks: Glaive +8/+3 melee; or claws +8 melee, beard (see text)
Damage: Glaive 1d10+3 and wounding; claw 1d4+2; beard 1d8+2 and disease
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Wounding, beard, battle frenzy, summon baatezu
SpecialQualities: Damage reduction 10/+1, SR 23, baatezu qualities
Saves: Fort +6, Ref +5, Will +5
Abilities: Str 15, Dex 11, Con 13, Int 6, Wis 10, Cha 10
Skills: Concentration +7, Hide +6, Listen +6, Move Silently +6, Sense Motive +6, Spot +6
Feats: Cleave, Improved Initiative
ClimateAndTerrain: Any land and underground
Organization: Solitary, team (2-4), or squad (6-10)
ChallengeRating: 7
Treasure: Standard
Alignment: Always lawful evil
Advancement: 7-9 HD (Medium-size); 10-18 HD (Large)
Description
General

Barbazu speak Infernal, Celestial, and Draconic.

Special Ability

Spell-Like Abilities: At will: animate dead, charm person, command, desecrate, magic weapon, major image, produce flame, and suggestion. Barbazu also can induce fear by touch as the spell, except it affects only the creature touched. These abilities are as cast by an 8th-level sorcerer (save DC 10 + spell level). A barbazu can teleport without error (self plus 50 pounds of objects only) at will as the spell cast by a 12th-level sorcerer.

Special Ability

Wound (Su): A hit from a barbazu's glaive causes a bleeding wound. The injured creature loses 2 additional hit points each round until the wound is bound (a DC 10 Heal check) or the creature dies. This is an ability of the barbazu, not of the weapon.

Special Ability

Beard (Ex): If a barbazu hits a single opponent with both claw attacks, it automatically hits with its beard. The affected creature must succeed at a Fortitude save (DC 14) or be infected with a vile disease called devil chills (incubation period 1d4 days, damage 1d4 points of temporary Strength). Damage is dealt each day until the afflicted creature succeeds at three consecutive Fortitude saves, the disease is cured magically, or the creature dies.

Special Ability

Battle Frenzy (Ex): A barbazu can work itself into a battle frenzy similar to the barbarian's rage ability (+4 Strength, +4 Constitution, +2 morale bonus to Will saves, -2 AC penalty), for a +2 morale bonus to attacks and damage and 12 extra hit points. The frenzy lasts 6 rounds, and the barbazu suffers no ill effects afterward.

Special Ability

Summon Baatezu (Sp): Once per day a barbazu can attempt to summon 2d10 lemures with a 50% chance of success, or another barbazu with a 35% chance of success. This is much as though casting a summon monster spell. Summoned creatures automatically return whence they came after 1 hour. A baatezu that has just been summoned cannot use its own summon ability for 1 hour.

Special Ability

Immunities (Ex): Baatezu are immune to fire and poison.

Special Ability

Resistances (Ex): Baatezu have cold and acid resistance 20.

Special Ability

See in Darkness (Su): All devils can see perfectly in darkness of any kind, even that created by deeper darkness spells.

Special Ability

Telepathy (Su): Baatezu can communicate telepathically with any creature within 100 feet that has a language.

Devil:Erinyes (Baatezu)
SizeAndType: Medium-Size Outsider (Evil, Lawful)
HitDice: 6d8+6 (33)
Initiative: +1 (Dex)
Speed: 30 ft., fly 50 ft. (average)
ArmorClass: 20 (+1 Dex, +9 natural)
Attacks: Longsword +8/+3 melee; or longbow +7/+2 ranged; or rope +7 ranged
Damage: Longsword 1d8+3; or longbow 1d8; or rope entangle
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Rope entangle, charm person, summon baatezu
SpecialQualities: Damage reduction 10/+1, SR 12, baatezu qualities, tongues
Saves: Fort +6, Ref +6, Will +7
Abilities: Str 14, Dex 13, Con 13, Int 14, Wis 14, Cha 20
Skills: Concentration +9, Disguise +11, Escape Artist +8, Hide +9, Listen +10, Move Silently +9, Search +9, Spot +10
Feats: Dodge, Mobility
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 7
Treasure: Standard, plus rope
Alignment: Always lawful evil
Advancement: 7-12 HD (Medium-size)
Description
General

Erinyes speak Infernal, Celestial, and Draconic.

Special Ability

Spell-Like Abilities: At will: animate dead, charm monster, desecrate, invisibility (self only), magic circle against good (self only), major image, polymorph self, produce flame, see invisibility, suggestion, and unholy blight. These abilities are as the spells cast by an 8th-level sorcerer (save DC 15 + spell level).

An erinyes also can teleport without error (self plus 50 pounds of objects only) at will as the spell cast by a 12th-level sorcerer.

Special Ability

Charm Person (Su): An erinyes can charm a humanoid creature with a look. This is not a gaze attack, and the target need not meet the erinyes's eye. The ability has a range of 60 feet; an affected opponent must succeed at a Will save (DC 18) or become utterly loyal to the erinyes. The victim will do anything to protect the erinyes, even if that means slaying his or her companions or facing certain death. The ability is otherwise similar to charm person cast by an 8th-level sorcerer.

Special Ability

Entangle (Ex): Each erinyes carries a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell cast by a 16th-level sorcerer. The erinyes can hurl the rope 30 feet with no range penalty.

Special Ability

Summon Baatezu (Sp): Once per day an erinyes can attempt to summon 2d10 lemures with a 50% chance of success, or 1d4 barbazu with a 35% chance of success. This is much as though casting a summon monster spell. Summoned creatures automatically return whence they came after 1 hour. A baatezu that has just been summoned cannot use its own summon ability for 1 hour.

Special Ability

Tongues (Su): An erinyes has a permanent tongues ability as the spell cast by a 12th-level sorcerer. Erinyes usually use verbal communication when dealing with mortals and save telepathic communication for conversing with other fiends.

Special Ability

Immunities (Ex): Baatezu are immune to fire and poison.

Special Ability

Resistances (Ex): Baatezu have cold and acid resistance 20.

Special Ability

See in Darkness (Su): All devils can see perfectly in darkness of any kind, even that created by deeper darkness spells.

Special Ability

Telepathy (Su): Erinyes can communicate telepathically with any creature within 100 feet that has a language.

Devil:Hamatula (Baatezu)
SizeAndType: Medium-Size Outsider (Evil, Lawful)
HitDice: 9d8+9 (49)
Initiative: +0
Speed: 30 ft.
ArmorClass: 22 (+12 natural)
Attacks: 2 claws +12 melee
Damage: Claw 2d4+3 and fear
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Fear, improved grab, impale 3d4+4, summon baatezu
SpecialQualities: Damage reduction 10/+1, SR 23, baatezu qualities
Saves: Fort +7, Ref +6, Will +8
Abilities: Str 17, Dex 11, Con 13, Int 12, Wis 14, Cha 10
Skills: Concentration +13, Hide +12, Listen +15, Move Silently +12, Search +13, Sense Motive +13, Spot +15
Feats: Alertness, Cleave, Power Attack
ClimateAndTerrain: Any land and underground
Organization: Solitary, team (2-4), or squad (6-10)
ChallengeRating: 8
Treasure: Standard
Alignment: Always lawful evil
Advancement: 10 HD (Medium-size); 11-21 HD (Large)
Description
General

Hamatulas speak Infernal, Celestial, and Draconic.

Special Ability

Spell-Like Abilities: At will: animate dead, charm person, desecrate, doom, hold person, major image, produce flame, pyrotechnics, and suggestion; 1/day-order's wrath or unholy blight. These abilities are as the spells cast by a 9th-level sorcerer (save DC 10 + spell level). A hamatula can teleport without error (self plus 50 pounds of objects only) at will as the spell cast by a 12th-level sorcerer.

Special Ability

Fear (Su): A creature hit by a hamatula must succeed at a Will save (DC 14) or be affected as though by fear cast by a 9th-level sorcerer. Whether or not the save is successful, that creature cannot be affected again by that hamatula's fear ability for one day.

Special Ability

Improved Grab (Ex): To use this ability, the hamatula must hit with a claw attack. If it gets a hold, it can impale the opponent on its barbed body.

Special Ability

Impale (Ex): A hamatula deals 3d4+4 points of damage to a grabbed opponent with a successful grapple check.

Special Ability

Summon Baatezu (Sp): Once per day a hamatula can attempt to summon 2d10 lemures with a 50% chance of success, or another hamatula with a 35% chance of success. This is much as though casting a summon monster spell. Summoned creatures automatically return whence they came after 1 hour. A baatezu that has just been summoned cannot use its own summon ability for 1 hour.

Special Ability

Immunities (Ex): Baatezu are immune to fire and poison.

Special Ability

Resistances (Ex): Baatezu have cold and acid resistance 20.

Special Ability

See in Darkness (Su): All devils can see perfectly in darkness of any kind, even that created by deeper darkness spells.

Special Ability

Telepathy (Su): Hamatula can communicate telepathically with any creature within 100 feet that has a language.

Devil:Cornugon (Baatezu)
SizeAndType: Large Outsider (Evil, Lawful)
HitDice: 11d8+33 (82)
Initiative: +1 (Dex)
Speed: 20 ft., fly 50 ft. (average)
ArmorClass: 25 (-1 size, +1 Dex, +15 natural)
Attacks: Whip +15/+10/+5 melee (or 2 claws +15 melee), bite +9 melee, tail +9 melee
Damage: Whip 1d6+5 and stun, claw 1d4 +5; bite 1d4+2, tail 1d3+2 and wound
FaceAndReach: 10 ft. by 10 ft./15 ft.
SpecialAttacks: Spell-like abilities, fear aura, stun, wound, summon baatezu
SpecialQualities: Damage reduction 20/+2, SR 24, baatezu qualities, regeneration 5
Saves: Fort +10, Ref +8, Will +9
Abilities: Str 21, Dex 12, Con 17, Int 14, Wis 14, Cha 14
Skills: Bluff +14, Climb +16, Concentration +15, Hide +7, Listen +14, Move Silently +14, Search +14, Sense Motive +14, Spot +14
Feats: Cleave, Power Attack, Sunder
ClimateAndTerrain: Any land and underground
Organization: Solitary, team (2-4), or squad (6-10)
ChallengeRating: 10
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful evil
Advancement: 12-15 HD (Large); 16-30 HD (Huge)
Description
General

Cornugons speak Infernal, Celestial, and Draconic.

Special Ability

Spell-Like Abilities: At will: animate dead, charm person, desecrate, detect good, detect magic, detect thoughts, dispel chaos, dispel good, magic circle against good, major image, produce flame, pyrotechnics, suggestion, and teleport without error (self plus 50 pounds of objects only); 3/day-fireball and lightning bolt; 1/day-wall of fire. These abilities are as the spells cast by a 12th-level sorcerer (save DC 12 + spell level).

Special Ability

Fear Aura (Su): As a free action, a cornugon can create an aura of fear in a 5-foot radius. It is otherwise identical with fear cast by a 12th-level sorcerer (save DC 17). If the save is successful, that creature cannot be affected again by that cornugon's fear aura for one day. Other baatezu are immune to the aura.

Special Ability

Stun (Su): Whenever a cornugon hits with a whip attack, the opponent must succeed at a Fortitude save (DC 17) or be stunned for 1d4 rounds.

Special Ability

Wound (Su): A hit from a cornugon's tail attack causes a bleeding wound. The injured creature loses 2 additional hit points each round until the wound is bound (a DC 10 Heal check) or the creature dies.

Special Ability

Summon Baatezu (Sp): Once per day a cornugon can attempt to summon 2d10 lemures or 1d6 barbazu with a 50% chance of success, 1d6 hamatulas with a 35% chance of success, or another cornugon with a 20% chance of success. This is much as though casting a summon monster spell. Summoned creatures automatically return whence they came after 1 hour. A baatezu that has just been summoned cannot use its own summon ability for 1 hour.

Special Ability

Regeneration (Ex): Cornugons take normal damage from acid, and from holy and blessed weapons of at least +2 enchantment.

Special Ability

Immunities (Ex): Baatezu are immune to fire and poison.

Special Ability

Resistances (Ex): Baatezu have cold and acid resistance 20.

Special Ability

See in Darkness (Su): All devils can see perfectly in darkness of any kind, even that created by deeper darkness spells.

Special Ability

Telepathy (Su): Baatezu can communicate telepathically with any creature within 100 feet that has a language.

Devil:Gelugon (Baatezu)
SizeAndType: Large Outsider (Evil, Lawful)
HitDice: 12d8+60 (114)
Initiative: +1 (Dex)
Speed: 40 ft.
ArmorClass: 28 (-1 size, +1 Dex, +18 natural)
Attacks: Longspear +17/+12/+7 melee (or 2 claws +17 melee), bite +12 melee, tail +12 melee
Damage: Longspear 1d8+9 and cold, claw 1d8+6, bite 2d4+3, tail 3d4+3 and cold
FaceAndReach: 10 ft. by 10 ft./15 ft.
SpecialAttacks: Spell-like abilities, fear aura, cold, summon baatezu
SpecialQualities: Damage reduction 20/+2, SR 25, baatezu qualities, regeneration 5
Saves: Fort +13, Ref +9, Will +14
Abilities: Str 23, Dex 13, Con 21, Int 22, Wis 22, Cha 16
Skills: Bluff +16, Climb +20, Concentration +20, Disguise +17, Jump +19, Knowledge (arcana) +20, Listen +22, Move Silently +16, Search +20, Sense Motive +20, Spellcraft +20, Spot +22
Feats: Alertness, Cleave, Dodge, Power Attack
ClimateAndTerrain: Any land and underground
Organization: Solitary, team (2-4), squad (6-10), or troupe (1-2 gelugons, 7-12 barbazu, and 1-4 osyluths)
ChallengeRating: 13
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful evil
Advancement: 13-18 HD (Large); 19-33 HD (Huge)
Description
General

Gelugons speak Infernal, Celestial, and Draconic.

Special Ability

Spell-Like Abilities: At will-animate dead, charm monster, cone of cold, desecrate, detect good, detect magic, fly, magic circle against good, major image, polymorph self, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura, and wall of ice. These abilities are as the spells cast by a 13th-level sorcerer (save DC 13 + spell level).

Special Ability

Fear Aura (Su): As a free action, a gelugon can create an aura of fear in a 10-foot radius. It is otherwise identical with fear cast by a 13th-level sorcerer (save DC 19). If the save is successful, that creature cannot be affected again by that gelugon's fear aura for one day. Other baatezu are immune to the aura.

Special Ability

Cold (Su): A hit from a gelugon's tail or spear attack induces numbing cold. The opponent must succeed at a Fortitude save (DC 21) or be affected as though by a slow spell for 1d6 rounds.

Special Ability

Summon Baatezu (Sp): Once per day a gelugon can attempt to summon 2d10 lemures or 1d6 barbazu with a 50% chance of success, 2d4 osyluths or 1d6 hamatulas with a 35% chance of success, or another gelugon with a 20% chance of success. This is much as though casting a summon monster spell. Summoned creatures automatically return whence they came after 1 hour. A baatezu that has just been summoned cannot use its own summon ability for 1 hour.

Special Ability

Regeneration (Ex): Gelugons take normal damage from holy and blessed weapons of at least +2 enchantment.

Special Ability

Immunities (Ex): Baatezu are immune to fire and poison.

Special Ability

Resistances (Ex): Baatezu have cold and acid resistance 20.

Special Ability

See in Darkness (Su): All devils can see perfectly in darkness of any kind, even that created by deeper darkness spells.

Special Ability

Telepathy (Su): Baatezu can communicate telepathically with any creature within 100 feet that has a language.

Devil:Pit Fiend (Baatezu)
SizeAndType: Large Outsider (Evil, Lawful)
HitDice: 13d8+65 (123)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 40 ft., fly 60 ft. (average)
ArmorClass: 30 (-1 size, +1 Dex, +20 natural)
Attacks: 2 claws +19 melee, 2 wings +14 melee, bite +14 melee, tail slap +14 melee
Damage: Claw 1d6+7, wing 1d4+3, bite 2d6+3 and poison plus disease, tail slap 2d4+3
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Spell-like abilities, fear aura, improved grab, constrict 2d4+10, summon baatezu
SpecialQualities: Damage reduction 25/+2, SR 28, baatezu qualities, regeneration 5
Saves: Fort +13, Ref +9, Will +13
Abilities: Str 25, Dex 13, Con 21, Int 20, Wis 20, Cha 16
Skills: Bluff +17, Climb +20, Concentration +19, Disguise +17, Hide +4, Jump +19, Knowledge (arcana) +20, Listen +21, Move Silently +17, Search +21, Spellcraft +21, Spot +21
Feats: Cleave, Great Cleave, Improved Initiative, Power Attack
ClimateAndTerrain: Any land and underground
Organization: Solitary, team (2-4), or troupe (1-2 pit fiends, 2-5 cornugons, and 2-5 hamatulas)
ChallengeRating: 16
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful evil
Advancement: 14-20 HD (Large); 21-39 HD (Huge)
Description
General

Pit fiends speak Infernal, Celestial, and Draconic.

Special Ability

Spell-Like Abilities: At will: animate dead, blasphemy, charm person, create undead, desecrate, detect good, detect magic, dispel magic, fireball, hold person, improved invisibility, magic circle against good, major image, produce flame, polymorph self, pyrotechnics, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura, unhallow, and wall of fire; 1/day-meteor swarm (any) and symbol (any). These abilities are as the spells cast by a 17th-level sorcerer (save DC 13 + spell level).

Once per year a pit fiend can use wish as the spell cast by a 20th-level sorcerer.

Special Ability

Fear Aura (Su): As a free action, a pit fiend can create an aura of fear in a 20-foot radius. It is otherwise identical with fear cast by a 15th-level sorcerer (save DC 19). If the save is successful, that creature cannot be affected again by that pit fiend's fear aura for one day. Other baatezu are immune to the aura.

Special Ability

Poison (Ex): Bite, Fortitude save (DC 21); initial damage 1d6 temporary Constitution, secondary damage death.

Special Ability

Disease (Su): Even if an affected creature saves against the poison, it must succeed at a Fortitude save (DC 14) or be infected with a vile disease called devil chills (incubation period 1d4 days, damage 1d4 points of temporary Strength).

Special Ability

Improved Grab (Ex): To use this ability, the pit fiend must hit a Medium-size or smaller opponent with its tail slap attack. If it gets a hold, it can constrict.

Special Ability

Constrict (Ex): A pit fiend deals 2d4+10 points of damage with a successful grapple check against Medium-size or smaller creatures.

Special Ability

Summon Baatezu (Sp): Twice per day a pit fiend can automatically summon two lemures, osyluths, or barbazu, or one erinyes, cornugon, or gelugon. This is much as though casting a summon monster spell. Summoned creatures automatically return whence they came after 1 hour. A baatezu that has just been summoned cannot use its own summon ability for 1 hour.

Special Ability

Regeneration (Ex): Pit fiends take normal damage from holy and blessed weapons of at least +3 enchantment.

Special Ability

Immunities (Ex): Baatezu are immune to fire and poison.

Special Ability

Resistances (Ex): Baatezu have cold and acid resistance 20.

Special Ability

See in Darkness (Su): All devils can see perfectly in darkness of any kind, even that created by deeper darkness spells.

Special Ability

Telepathy (Su): Baatezu can communicate telepathically with any creature within 100 feet that has a language.

Dinosaur:Deinonychus
SizeAndType: Large Beast
HitDice: 4d10+12 (34)
Initiative: +2 (Dex)
Speed: 60 ft.
ArmorClass: 16 (-1 size, +2 Dex, +5 natural)
Attacks: Rake +6 melee, 2 claws +1 melee, bite +1 melee
Damage: Rake 2d6+4, claw 1d3+2, bite 2d4+2
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialQualities: Scent
Saves: Fort +7, Ref +6, Will +2
Abilities: Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +7, Jump +13, Listen +11, Spot +11, Wilderness Lore +9
ClimateAndTerrain: Warm forest, hill, plains, and marsh
Organization: Solitary, pair, or pack (3-6)
ChallengeRating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large)
Description
General

Skills: A deinonychus receives a +8 racial bonus to Hide, Jump, Listen, Spot, and Wilderness Lore checks.

Dinosaur:Elasmosaurus
SizeAndType: Huge Beast (Aquatic)
HitDice: 5d10+25 (52)
Initiative: +2 (Dex)
Speed: 20 ft., swim 50 ft.
ArmorClass: 13 (-2 size, +2 Dex, +3 natural)
Attacks: Bite +9 melee
Damage: Bite 2d8+12
FaceAndReach: 10 ft. by 20 ft./10 ft.
SpecialQualities: Scent
Saves: Fort +9, Ref +6, Will +2
Abilities: Str 26, Dex 14, Con 20, Int 2, Wis 13, Cha 9
Skills: Listen +2, Spot +5
ClimateAndTerrain: Warm aquatic
Organization: Solitary or pair
ChallengeRating: 5
Treasure: None
Alignment: Always neutral
Advancement: 6-15 HD (Huge)
Description
General
Dinosaur:Megaraptor
SizeAndType: Huge Beast
HitDice: 8d10+32 (76)
Initiative: +2 (Dex)
Speed: 60 ft.
ArmorClass: 16 (-2 size, +2 Dex, +6 natural)
Attacks: Rake +9 melee, 2 claws +4 melee, bite +4 melee
Damage: Rake 2d8+5, claw 1d4+2, bite 2d6+2
FaceAndReach: 10 ft. by 10 ft./15 ft.
SpecialQualities: Scent
Saves: Fort +10, Ref +8, Will +4
Abilities: Str 21, Dex 15, Con 19, Int 2, Wis 15, Cha 10
Skills: Hide +5, Jump +14, Listen +12, Spot +12, Wilderness Lore +10
ClimateAndTerrain: Warm forest, hill, plains, and marsh
Organization: Solitary, pair, or pack (3-6)
ChallengeRating: 6
Treasure: None
Alignment: Always neutral
Advancement: 9-16 HD (Huge); 17-24 HD (Gargantuan)
Description
General
Dinosaur:Triceratops
SizeAndType: Huge Beast
HitDice: 16d10+112 (200)
Initiative: -1 (Dex)
Speed: 30 ft.
ArmorClass: 18 (-2 size, -1 Dex, +11 natural)
Attacks: Gore +15 melee
Damage: Gore 2d8+7
FaceAndReach: 10 ft. by 20 ft./10 ft.
SpecialAttacks: Charge for double damage, trample
SpecialQualities: Scent
Saves: Fort +17, Ref +9, Will +6
Abilities: Str 20, Dex 9, Con 25, Int 1, Wis 12, Cha 7
Skills: Listen +8, Spot +8
ClimateAndTerrain: Warm forest, hill, and plains
Organization: Solitary, pair, or herd (5-8)
ChallengeRating: 7
Treasure: None
Alignment: Always neutral
Advancement: 17-32 HD (Gargantuan); 33-48 HD (Colossal)
Description
General
Special Ability

Trample (Ex): A triceratops can trample Medium-size or smaller creatures for 2d12+5 points of damage. Opponents who do not make attacks of opportunity against the triceratops can attempt a Reflex save (DC 23) to halve the damage.

Dinosaur:Tyrannosaurus
SizeAndType: Huge Beast
HitDice: 18d10+72 (171)
Initiative: +1 (Dex)
Speed: 40 ft.
ArmorClass: 14 (-2 size, +1 Dex, +5 natural)
Attacks: Bite +20 melee
Damage: Bite 5d8+13
FaceAndReach: 10 ft. by 10 ft./15 ft.
SpecialAttacks: Improved grab, swallow whole
SpecialQualities: Scent
Saves: Fort +15, Ref +12, Will +8
Abilities: Str 28, Dex 12, Con 19, Int 2, Wis 15, Cha 10
Skills: Listen +11, Spot +11
ClimateAndTerrain: Warm forest, hill, plains, and marsh
Organization: Solitary or pair
ChallengeRating: 8
Treasure: None
Alignment: Always neutral
Advancement: 19-36 HD (Gargantuan); 37-54 HD (Colossal)
Description
General
Special Ability

Improved Grab (Ex): To use this ability, the tyrannosaurus must hit a Medium-size or smaller opponent with its bite attack. If it gets a hold, it can try to swallow the foe.

Special Ability

Swallow Whole (Ex): A tyrannosaurus can try to swallow a Medium-size or smaller opponent by making a successful grapple check. The swallowed creature takes 2d8+8 points of crushing damage per round plus 8 points of acid damage from the tyrannosaurus's gizzard. A swallowed creature can cut its way out by using claws or a Small or Tiny slashing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must again cut its own way out. The tyrannosaurus's gizzard can hold two Medium-size, four Small, eight Tiny, sixteen Diminutive, or thirty-two Fine or smaller opponents.

Dire Animal:Rat
SizeAndType: Small Animal
HitDice: 1d8+1 (5)
Initiative: +3 (Dex)
Speed: 40 ft., climb 20 ft.
ArmorClass: 15 (+1 size, +3 Dex, +1 natural)
Attacks: Bite +4 melee
Damage: Bite 1d4
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Disease
SpecialQualities: Scent
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4
Skills: Climb +11, Hide +11, Move Silently +6
Feats: Weapon Finesse (bite)
ClimateAndTerrain: Any land and underground
Organization: Solitary or pack (11-20)
ChallengeRating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small); 4-6 HD (Medium-size)
Description
General
Special Ability

Disease (Ex): Filth fever-bite, Fortitude save (DC 12), incubation period 1d3 days; damage 1d3 temporary Dexterity and 1d3 temporary Constitution.

Dire Animal:Weasel
SizeAndType: Medium-Size Animal
HitDice: 3d8 (13)
Initiative: +4 (Dex)
Speed: 40 ft.
ArmorClass: 16 (+4 Dex, +2 natural)
Attacks: Bite +6 melee
Damage: Bite 1d6+3
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Attach, blood drain
SpecialQualities: Scent
Saves: Fort +3, Ref +7, Will +4
Abilities: Str 14, Dex 19, Con 10, Int 2, Wis 12, Cha 11
Skills: Hide +9, Move Silently +10, Spot +5
Feats: Weapon Finesse (bite)
ClimateAndTerrain: Temperate forest, hill, mountains, plains, and underground
Organization: Solitary or pair
ChallengeRating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Description
General
Special Ability

Attach (Ex): A dire weasel that hits with its bite attack latches onto the opponent's body with its powerful jaws. An attached dire weasel loses its Dex bonus to AC and thus has an AC of 12.

Special Ability

Blood Drain (Ex): A dire weasel drains blood for 2d4 points of temporary Constitution damage each round it remains attached.

Dire Animal:Badger
SizeAndType: Medium-Size Animal
HitDice: 3d8+12 (25)
Initiative: +3 (Dex)
Speed: 30 ft., burrow 10 ft.
ArmorClass: 16 (+3 Dex, +3 natural)
Attacks: 2 claws +4 melee, bite -1 melee
Damage: Claw 1d4+2, bite 1d6+1
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Rage
SpecialQualities: Scent
Saves: Fort +7, Ref +6, Will +4
Abilities: Str 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10
Skills: Listen +6, Spot +6
ClimateAndTerrain: Temperate forest, hill, plains, and underground
Organization: Solitary or cete (2-5)
ChallengeRating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Description
General
Special Ability

Rage (Ex): A dire badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.

Dire Animal:Bat
SizeAndType: Large Animal
HitDice: 4d8+12 (30)
Initiative: +6 (Dex)
Speed: 20 ft., fly 40 ft. (good)
ArmorClass: 20 (-1 size, +6 Dex, +5 natural)
Attacks: Bite +5 melee
Damage: Bite 1d8+4
FaceAndReach: 10 ft. by 5 ft./5 ft.
SpecialQualities: Blindsight
Saves: Fort +7, Ref +10, Will +6
Abilities: Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6
Skills: Listen +11*, Move Silently +11, Spot +11*
ClimateAndTerrain: Temperate and warm desert, forest, hill, plains, and underground
Organization: Solitary or colony (5-8)
ChallengeRating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-12 HD (Huge)
Description
General

Blindsight: Dire bats can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this ability and forces the bat to rely on its weak vision, which has a maximum range of 10 feet.

Skills: Dire bats receive a +4 racial bonus to Spot and Listen checks. *These bonuses are lost if blindsight is negated.

Dire Animal:Ape
SizeAndType: Large Animal
HitDice: 5d8+10 (32)
Initiative: +2 (Dex)
Speed: 30 ft., climb 15 ft.
ArmorClass: 15 (-1 size, +2 Dex, +4 natural)
Attacks: 2 claws +8 melee, bite +3 melee
Damage: Claw 1d6+6, bite 1d8+3
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Rend 2d6+12
SpecialQualities: Scent
Saves: Fort +6, Ref +6, Will +5
Abilities: Str 22, Dex 15, Con 14, Int 2, Wis 12, Cha 7
Skills: Climb +14, Move Silently +9, Spot +9
ClimateAndTerrain: Warm forest, warm mountains, and underground
Organization: Solitary or company (5-8)
ChallengeRating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-15 HD (Large)
Description
General
Special Ability

Rend (Ex): A dire ape that hits with both claw attacks latches onto the opponent's body and tears the flesh. This automatically deals an additional 2d6+12 points of damage.

Dire Animal:Wolverine
SizeAndType: Large Animal
HitDice: 5d8+20 (42)
Initiative: +3 (Dex)
Speed: 30 ft., climb 10 ft.
ArmorClass: 16 (-1 size, +3 Dex, +4 natural)
Attacks: 2 claws +8 melee, bite +3 melee
Damage: Claw 1d6+6, bite 1d8+3
FaceAndReach: 5 ft. by 10 ft./5 ft.
SpecialAttacks: Rage
SpecialQualities: Scent
Saves: Fort +8, Ref +7, Will +5
Abilities: Str 22, Dex 17, Con 19, Int 2, Wis 12, Cha 10
Skills: Climb +14, Listen +9, Spot +8
ClimateAndTerrain: Temperate forest, hill, plains, and underground
Organization: Solitary or pair
ChallengeRating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-15 HD (Large)
Description
General
Special Ability

Rage (Ex): A dire wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. An enraged dire wolverine gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.

Dire Animal:Wolf
SizeAndType: Large Animal
HitDice: 6d8+18 (45)
Initiative: +2 (Dex)
Speed: 50 ft.
ArmorClass: 14 (-1 size, +2 Dex, +3 natural)
Attacks: Bite +10 melee
Damage: Bite 1d8+10
FaceAndReach: 5 ft. by 10 ft./5 ft.
SpecialAttacks: Trip
SpecialQualities: Scent
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +5, Listen +6, Move Silently +5, Spot +6, Wilderness Lore +1*
ClimateAndTerrain: Any forest, hill, mountains, plains, and underground
Organization: Solitary or pack (5-8)
ChallengeRating: 3
Treasure: None
Alignment: Always neutral
Advancement: 7-18 HD (Large)
Description
General
Special Ability

Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.

Skills: A dire wolf receives a +1 racial bonus to Listen, Move Silently, and Spot checks and a +2 racial bonus to Hide checks. *It also receives a +4 racial bonus to Wilderness Lore checks when tracking by scent.

Dire Animal:Boar
SizeAndType: Large Animal
HitDice: 7d8+21 (52)
Initiative: +0
Speed: 40 ft.
ArmorClass: 15 (-1 size, +6 natural)
Attacks: Bite +12 melee
Damage: Bite 1d8+12
FaceAndReach: 5 ft. by 10 ft./5 ft.
SpecialAttacks: Ferocity
SpecialQualities: Scent
Saves: Fort +8, Ref +5, Will +6
Abilities: Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8
Skills: Listen +9, Spot +8
ClimateAndTerrain: Temperate and warm forest
Organization: Solitary or herd (5-8)
ChallengeRating: 4
Treasure: None
Alignment: Always neutral
Advancement: 8-16 HD (Large); 17-21 HD (Huge)
Description
General
Special Ability

Ferocity (Ex): A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Dire Animal:Lion
SizeAndType: Large Animal
HitDice: 8d8+24 (60)
Initiative: +2 (Dex)
Speed: 40 ft.
ArmorClass: 15 (-1 size, +2 Dex, +4 natural)
Attacks: 2 claws +12 melee, bite +7 melee
Damage: Claw 1d6+7, bite 1d8+3
FaceAndReach: 5 ft. by 10 ft./5 ft.
SpecialAttacks: Pounce, improved grab, rake 1d6+3
SpecialQualities: Scent
Saves: Fort +9, Ref +8, Will +7
Abilities: Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +5*, Jump +10, Listen +4, Move Silently +9, Spot +4
ClimateAndTerrain: Any forest, hill, mountains, plains, and underground
Organization: Solitary, pair, or pride (6-10)
ChallengeRating: 5
Treasure: None
Alignment: Always neutral
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Description
General
Special Ability

Pounce (Ex): If a dire lion leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Special Ability

Improved Grab (Ex): To use this ability, the dire lion must hit with its bite attack. If it gets a hold, it can rake.

Special Ability

Rake (Ex): A dire lion can make two rake attacks (+12 melee) against a held creature with its hind legs for 1d6+3 damage each. If the dire lion pounces on an opponent, it can also rake.

Skills: Dire lions receive a +4 racial bonus to Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

Dire Animal:Bear
SizeAndType: Large Animal
HitDice: 12d8+48 (102)
Initiative: +1 (Dex)
Speed: 40 ft.
ArmorClass: 17 (-1 size, +1 Dex, +7 natural)
Attacks: 2 claws +18 melee, bite +13 melee
Damage: Claw 2d4+10, bite 2d8+5
FaceAndReach: 10 ft. by 20 ft./10 ft.
SpecialAttacks: Improved grab
SpecialQualities: Scent
Saves: Fort +12, Ref +9, Will +9
Abilities: Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10
Skills: Listen +7, Spot +7, Swim +13
ClimateAndTerrain: Any forest, hill, mountains, plains, and underground
Organization: Solitary or pair
ChallengeRating: 7
Treasure: None
Alignment: Always neutral
Advancement: 13-16 HD (Large); 17-36 HD (Huge)
Description
General
Special Ability

Improved Grab (Ex): To use this ability, the dire bear must hit with a claw attack.

Dire Animal:Tiger
SizeAndType: Huge Animal
HitDice: 16d8+48 (120)
Initiative: +2 (Dex)
Speed: 40 ft.
ArmorClass: 16 (-2 size, +2 Dex, +6 natural)
Attacks: 2 claws +18 melee, bite +13 melee
Damage: Claw 2d4+8, bite 2d6+4
FaceAndReach: 10 ft. by 30 ft./10 ft.
SpecialAttacks: Pounce, improved grab, rake 2d4+4
SpecialQualities: Scent
Saves: Fort +13, Ref +12, Will +11
Abilities: Str 27, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +0*, Jump +11, Listen +3, Move Silently +9, Spot +3, Swim +11
ClimateAndTerrain: Any forest, hill, mountains, plains, and underground
Organization: Solitary or pair
ChallengeRating: 8
Treasure: None
Alignment: Always neutral
Advancement: 17-32 HD (Huge); 33-48 (Gargantuan)
Description
General
Special Ability

Pounce (Ex): If a dire tiger leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Special Ability

Improved Grab (Ex): To use this ability, the dire tiger must hit with its bite attack. If it gets a hold, it can rake.

Special Ability

Rake (Ex): A dire tiger can make two rake attacks (+18 melee) against a held creature with its hind legs for 2d4+4 damage each. If the dire tiger pounces on an opponent, it can also rake.

Skills: Dire tigers receive a +4 racial bonus to Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

Dire Animal:Shark
SizeAndType: Huge Animal (Aquatic)
HitDice: 18d8+54 (135)
Initiative: +2 (Dex)
Speed: Swim 90 ft.
ArmorClass: 17 (-2 size, +2 Dex, +7 natural)
Attacks: Bite +17 melee
Damage: Bite 2d6+9
FaceAndReach: 10 ft. by 50 ft./10 ft.
SpecialAttacks: Improved grab, swallow whole
SpecialQualities: Keen scent
Saves: Fort +14, Ref +13, Will +12
Abilities: Str 23, Dex 15, Con 17, Int 1, Wis 12, Cha 10
Skills: Listen +7, Spot +7
ClimateAndTerrain: Any aquatic
Organization: Solitary or school (2-5)
ChallengeRating: 9
Treasure: None
Alignment: Always neutral
Advancement: 19-32 (Huge); 33-54 (Gargantuan)
Description
General
Special Ability

Improved Grab (Ex): To use this ability, the dire shark must hit with its bite attack. If it gets a hold, it can try to swallow the foe.

Special Ability

Swallow Whole (Ex): A dire shark can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside, the opponent takes 2d6+6 points of crushing damage plus 1d8+4 points of acid damage per round from the shark's digestive juices. A swallowed creature can cut its way out using claws or a light slashing weapon by dealing 25 points of damage to the shark's digestive tract (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The shark's gullet can hold two Large, four Small, eight Tiny, sixteen Diminutive, or thirty-two Fine or smaller opponents.

Special Ability

Keen Scent (Ex): A dire shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

Dwarf:Hill Dwarf
SizeAndType: Medium-Size Humanoid (Dwarf)
HitDice: 1d8+1 (5)
Initiative: +0
Speed: 15 ft. (scale mail); base 20 ft.
ArmorClass: 16 (+4 scale mail, +2 large shield)
Attacks: Dwarven waraxe +1 melee; or shortbow+1 ranged
Damage: Dwarven waraxe 1d10; shortbow 1d6
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Darkvision, dwarven traits
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 11, Dex 10, Con 13, Int 10, Wis 10, Cha 8
Skills: Appraise +2, Craft (metalworking) +2, Listen +2, Spot +2
Feats: Exotic Weapon Proficiency (dwarven waraxe)
ClimateAndTerrain: Any hill, mountains, and underground
Organization: Team (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or clan (30-100 plus 30% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
ChallengeRating: 1/2
Treasure: Standard coins, double goods; standard items
Alignment: Usually lawful good
Advancement: By character class
Description
General

Dwarves speak Dwarven and Undercommon. Most who travel outside dwarven lands (as traders, mercenaries, or adventurers) know the Common tongue, while warriors in the dwarven cities usually learn Goblin to better interrogate and spy on those evil denizens of the deep caves.

Special Ability

Dwarven Traits (Ex): Dwarves benefit from a number of racial traits.

  • +1 racial bonus to attack rolls against orcs and goblinoids, through special combat training.
  • +2 racial bonus to Will saves against spells and spell-like abilities.
  • +2 racial bonus to Fortitude saves against all poisons.
  • +4 dodge bonus against giants, through special defensive training.
  • Darkvision up to 60 feet.
  • Stonecunning: Dwarves receive a +2 racial bonus to checks to notice unusual stonework. Something that isn't stone but is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.

Skills: Dwarves receive a +2 racial bonus to Appraise checks and Craft or Profession checks that are related to stone or metal.

A dwarf's favored class is fighter.

Dwarf:Deep Dwarf
SizeAndType: Medium-Size Humanoid (Dwarf)
HitDice: 1d8+1 (5)
Initiative: +0
Speed: 15 ft. (scale mail); base 20 ft.
ArmorClass: 16 (+4 scale mail, +2 large shield)
Attacks: Dwarven waraxe +1 melee; or shortbow+1 ranged
Damage: Dwarven waraxe 1d10; shortbow 1d6
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Darkvision, dwarven traits
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 11, Dex 10, Con 13, Int 10, Wis 10, Cha 6
Skills: Appraise +2, Craft (metalworking) +2, Listen +2, Spot +2
Feats: Exotic Weapon Proficiency (dwarven waraxe)
ClimateAndTerrain: Any underground
Organization: Team (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or clan (30-100 plus 30% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
ChallengeRating: 1/2
Treasure: Standard coins, double goods; standard items
Alignment: Usually lawful neutral or neutral
Advancement: By character class
Description
General

Deep dwarves speak Dwarven and Goblin, and occasionally Draconic or Undercommon.

Special Ability

Dwarven Traits (Ex): Deep dwarves benefit from a number of racial traits.

  • +1 racial bonus to attack rolls against orcs and goblinoids, through special combat training.
  • +3 racial bonus to Will saves against spells and spell-like abilities.
  • +3 racial bonus to Fortitude saves against all poisons.
  • +4 dodge bonus against giants, through special defensive training.
  • Darkvision up to 90 feet.
  • Light Sensitivity (Ex): Deep dwarves suffer a -1 circumstance penalty to attack rolls in bright sunlight or within the radius of a daylight spell.
  • Stonecunning: Dwarves receive a +2 racial bonus to checks to notice unusual stonework. Something that isn't stone but is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.

Skills: Dwarves receive a +2 racial bonus to Appraise checks and Craft or Profession checks that are related to stone or metal.

A deep dwarf's favored class is fighter.

Dwarf:Derro
SizeAndType: Medium-Size Humanoid (Dwarf)
HitDice: 1d8+1 (5)
Initiative: +0
Speed: 15 ft. (scale mail); base 20 ft.
ArmorClass: 16 (+4 scale mail, +2 large shield)
Attacks: Dagger +1 melee; or repeating light crossbow+1 ranged
Damage: Dagger 1d4; crossbow 1d6 and poison
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Darkvision, derro traits, SR 18, sunlight vulnerability
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 9, Dex 14, Con 13, Int 10, Wis 10, Cha 6
Skills: Appraise +2, Craft (metalworking) +2, Listen +2, Spot +2
Feats: Blind-Fight
ClimateAndTerrain: Any underground
Organization: Squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or platoon (30-100 plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
ChallengeRating: 1
Treasure: Standard coins, double goods; standard items
Alignment: Usually chaotic evil
Advancement: By character class
Description
General
Combat

Derro are encountered only in squads or platoons, carrying daggers, spiked bucklers, and repeating light crossbows that fire poisoned bolts. This poison is either greenblood oil or a substance that causes initial and secondary damage of 2d6 points of temporary Strength (Fortitude negates DC 14). Derro have very few clerics, but those who follow this path can choose two of the following domains: Chaos, Destruction, Evil, and Trickery. Derro savants are at least 5th-level sorcerers; they have one to three Knowledge skills (usually arcana and other esoteric fields) and are able to use any magic item or weapon. A savant is accompanied by two lower-level students, each of which has one minor magic item.

Special Ability

Derro Traits (Ex): Derro benefit from a number of racial traits.

  • Spell resistance 18.
  • +1 racial bonus to attack rolls against orcs and goblinoids, through special combat training.
  • +2 racial bonus to Will saves against spells and spell-like abilities.
  • +2 racial bonus to Fortitude saves against all poisons.
  • +4 dodge bonus against giants, through special defensive training.
  • Darkvision up to 30 feet.
  • Stonecunning: Dwarves receive a +2 racial bonus to checks to notice unusual stonework. Something that isn't stone but is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.
  • Sunlight Vulnerability (Ex): Derro take 1 point of temporary Constitution damage for every hour they are exposed to sunlight, dying when their Constitution reaches 0. Lost Constitution points are recovered at the rate of 1 per day out of the sun.
  • Blind-Fight feat.

Skills: Dwarves receive a +2 racial bonus to Appraise checks and Craft or Profession checks that are related to stone or metal.

A derro's favored class is fighter.

Dwarf:Duergar
SizeAndType: Medium-Size Humanoid (Dwarf)
HitDice: 1d8+1 (5)
Initiative: +0
Speed: 15 ft. (scale mail); base 20 ft.
ArmorClass: 16 (+4 scale mail, +2 large shield)
Attacks: Dwarven waraxe +1 melee; or shortbow+1 ranged
Damage: Dwarven waraxe 1d10; shortbow 1d6
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Spell-like abilities
SpecialQualities: Duergar traits, immunities, light sensitivity
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 11, Dex 10, Con 13, Int 10, Wis 10, Cha 6
Skills: Appraise +2, Craft (metalworking) +2, Listen +3, Move Silently +4, Spot +3
Feats: Alertness, Exotic Weapon Proficiency (dwarven waraxe)
ClimateAndTerrain: Any underground
Organization: Team (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or clan (30-100 plus 30% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
ChallengeRating: 1
Treasure: Standard coins, double goods; standard items
Alignment: Usually lawful evil
Advancement: By character class
Description
General

Duergar speak Dwarven and Undercommon.

Special Ability

Spell-Like Abilities: 1/day-enlarge and invisibility as a wizard twice the duergar's level (minimum 3rd level); these affect only the duergar and whatever it carries.

Special Ability

Immunities (Ex): Immune to paralysis, phantasms, and magical or alchemical poisons (but not normal poisons).

Special Ability

Duergar Traits (Ex): Duergar benefit from a number of racial traits.

  • +4 racial bonus to Move Silently checks.
  • +1 racial bonus to attack rolls against orcs and goblinoids, through special combat training.
  • +2 racial bonus to Will saves against spells and spell-like abilities.
  • +2 racial bonus to Fortitude saves against all poisons.
  • +4 dodge bonus against giants, through special defensive training.
  • Darkvision up to 120 feet.
  • Light Sensitivity (Ex): Duergar suffer a -2 circumstance penalty to attack rolls, saves, and checks in bright sunlight or within the radius of a daylight spell.
  • Listen +1, Spot +1.
  • Alertness feat.
  • Stonecunning: Dwarves receive a +2 racial bonus to checks to notice unusual stonework. Something that isn't stone but is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.

Skills: Dwarves receive a +2 racial bonus to Appraise checks and Craft or Profession checks that are related to stone or metal.

A duergar's favored class is fighter.

Dwarf:Mountain Dwarf
SizeAndType: Medium-Size Humanoid (Dwarf)
HitDice: 1d8+1 (5)
Initiative: +0
Speed: 15 ft. (scale mail); base 20 ft.
ArmorClass: 16 (+4 scale mail, +2 large shield)
Attacks: Dwarven waraxe +1 melee; or shortbow+1 ranged
Damage: Dwarven waraxe 1d10; shortbow 1d6
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Dwarven traits
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 11, Dex 10, Con 13, Int 10, Wis 10, Cha 8
Skills: Appraise +2, Craft (metalworking) +2, Listen +2, Spot +2
Feats: Exotic Weapon Proficiency (dwarven waraxe)
ClimateAndTerrain: Any underground
Organization: Team (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or clan (30-100 plus 30% noncombatants plus 1 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
ChallengeRating: 1/2
Treasure: Standard coins, double goods; standard items
Alignment: Usually lawful good
Advancement: By character class
Description
General

Mountain dwarves speak Dwarven and Undercommon.

Special Ability

Dwarven Traits (Ex): Dwarves benefit from a number of racial traits.

  • +1 racial bonus to attack rolls against orcs and goblinoids, through special combat training.
  • +2 racial bonus to Will saves against spells and spell-like abilities.
  • +2 racial bonus to Fortitude saves against all poisons.
  • +4 dodge bonus against giants, through special defensive training.
  • Darkvision up to 60 feet.
  • Stonecunning: Dwarves receive a +2 racial bonus to checks to notice unusual stonework. Something that isn't stone but is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.

Skills: Dwarves receive a +2 racial bonus to Appraise checks and Craft or Profession checks that are related to stone or metal.

A dwarf's favored class is fighter.