Wednesday, February 13, 2019

Demon, Greruor (Frog Demon)

Demon, Greruor (Frog Demon)
CR 10                                                                                                             XP: 9,600
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +7; Senses darkvision 60 ft., see invisibility; Perception +29
AC 27, touch 15, flat-footed 24 (-1 size, +12 natural, +3 deflection, +3 Dex)
HP 115 (10d10+60)
Fort +13, Ref +10, Will +5
DR 10/good; Immune electricity, poison; SR 21; Resist acid 10, cold 10, fire 10
Speed 30 ft.
Melee bite +16 (2d6+7) or tongue +16 (grab) or ranseur +16/+11 (2d6+10/x3)
Space 10 ft.
Special Attacks acid and fire spittle
Spell-Like Abilities (CL 10th) Constant—see invisibility At will—confusion (DC 18), deeper darkness, hold person (DC 16), detect good, shatter (DC 15) 2/day—blasphemy (DC 21) 1/day—summon (level 9, 1 greruor 35%)
During Combat In combat, they stand on their hind legs and attack with their ranseur. The greruor’s flesh is greenish-brown mottled with red or gray. Its skin constantly oozes and secretes a thick, mucus-like clear slime that is slick to the touch. Greruors enjoy combat and seek it wherever they can find it. Normally they rely on their natural attacks, spittle, and weapons to fell opponents. If outmatched, they use confusion to disorient opponents, followed closely by shatter. Grabbed opponents are often held in the mouth of one greruor while another stabs the victim with its ranseur.
Str 24, Dex 17, Con 22, Int 14, Wis 14, Cha 16
Base Atk +10; CMB +18; CMD 34
Feats Alertness, Cleave, Improved Initiative, Improved Sunder, Power Attack
Skills Acrobatics +3, Climb +20, Escape Artist +24, Intimidate +16, Knowledge (planes) +15, Perception +29, Sense Motive +21, Stealth +12, Survival +15
  Racial Modifiers +8 Escape Artist, +8 Perception, +20 Acrobatics to jump
Languages Abyssal, Common; telepathy 100 ft.
Gear ranseur
Acid and Fire Spittle (Ex) Once every 1d4 rounds, a greruor can spit a 30-ft. long line of acid that deals 4d4 points of acid damage. On the greruor’s next turn, the acid ignites and the opponent bursts into flames taking 1d6 points of fire damage per round until extinguished. A successful DC 21 Reflex save halves the acid damage and prevents the creature from catching fire. The save DC is Constitution-based.
This creature appears as a massive, squat and bloated frog-like creature with arms in place of its forelegs. Two large horns protrude above deep sunken eyes.
Greruors serve in the infernal armies of several demon lords, particularly Tsathogga. They are strong, powerful, and brutal demons that delight in inflicting pain on others. They are extremely loyal and follow orders without question. Some greater demons, like nalfeshnees and glabrezus, relish the flesh of greruors’ legs and often organize hunting parties to track and slay the frog demons. The greruors however are not the weak-minded brutes they appear to be and often win such confrontations using their deadly ranseurs and their large numbers to turn back their opponents.
A greruor appears as a massive, squat, bloated, frog-like demon with arms in place of its forelegs. Its wide, frog-like head has two 3-foot long horns protruding just above its deep, sunken eyes. It moves by hopping on its rear legs. Its arms end in talons which are usually clutched around the greruor’s deadly ranseur. Its huge mouth sports razor-sharp teeth of a dull gray color. The greruor stands about 8 feet tall when on all fours.
Copyright Notice
Author Scott Greene

Demon, Gharros (Scorpion Demon)

Demon, Gharros (Scorpion Demon)
CR 14                                                                                                                XP: 38,400
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +4; Senses darkvision 60 ft.; Perception +27
AC 28, touch 13, flat-footed 24 (-1 size, +15 natural, +4 Dex)
HP 248 (16d10+160)
Fort +20, Ref +14, Will +9
DR 15/cold iron and good;; Immune electricity, poison; SR 25; Resist acid 10, cold 10, fire 10
Speed 30 ft.
Melee battleaxe +25/+20/+15/+10 (2d6+10/19–20/x3) or battleaxe +25 (2d6+10/19–20/x3), 2 stings +26 (1d8+10/19–20 plus poison).
Space 10 ft.
Spell-Like Abilities (CL 12th) At will—darkness, desecrate, detect good, detect magic, mirror image, telekinesis (DC 20), greater teleport (self plus 50 pounds of objects only) 1/day—summon (level 6, 4d10 dretches, 1d4 vrocks, or 1d2 glabrezus 50%; or 1 gharros 20%)
Str 31, Dex 18, Con 30, Int 18, Wis 18, Cha 20
Base Atk +0; CMB +11; CMD 25
Skills Acrobatics +14, Bluff +24, Climb +29, Diplomacy +21, Escape Artist +20, Intimidate +24, Knowledge (planes) +20, Perception +27, Sense Motive +15, Spellcraft +14, Stealth +13, Survival +23
  Racial Modifiers +4 Perception
Languages Abyssal, Common, plus any three; telepathy 100 ft.
Environment any (Abyss)
Organization solitary or pack (2–4)
Treasure standard
Poison (Ex) Sting—injury; save Fort DC 28; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 1 save.
This hideous creature appears to be half-scorpion and half-human. Its upper torso is that of a greenish-silver humanoid with long, flowing dark hair and stark white eyes while its lower torso is that of a reddish-brown scorpion. Its tail splits into two separate stingers and the creature’s mouth is filled with razor-sharp teeth.
A gharros is about 8 feet tall and 10 feet long and weighs around 1,500 pounds.
A gharros looks like a cross between a large human and an even larger scorpion. They serve as guards, soldiers, shock troops (and even assassins sometimes) to some of the minor nobles and lesser demon lords of the Abyss. They hate all goodness and seek to destroy it at any opportunity through whatever means available.
Gharros are very aggressive in battle and seek to kill the strongest opponent first. They wield their battleaxes in combat and sting with their deadly tails, all the while sprinkling the fight with their spell-like abilities. Unless ordered to do so, gharros never take prisoners in battle. They fight to the death (either their death or their opponent’s).
Copyright Notice
Author Scott Greene

Demon, Bat, Zotzilaha

Demon, Bat, Zotzilaha
CR 12                                                                                              XP: 19,200
N Medium outsider (chaotic, evil, extraplanar, fire, mythic)
Init +8; Senses Darkvision 60 ft., see in darkness, smoke vision; Perception +20
AC 29, touch 14, flat-footed 25 (+15 natural, +4 Dex)
HP 136 (13d8+78)
Fort +9, Ref +12, Will +13
Defensive Abilities Second Save; DR 10/epic; Immune Fire, paralysis, poison, sonic; SR 26; Resist Acid 10, electricity 10; Weaknesses Vulnerable to cold
Speed 30 ft., fly 50 ft. (average)
Melee bite +22 (1d8+9 plus 1d6 fire plus 1d6 Strength drain), 2 claws +22 (1d6+9 plus 1d6 fire plus 1d6 Strength drain)
Special Attacks Breath weapon (30 ft. cone, 4d6 fire and 4d6 unholy, Reflex DC 21 for half, usable every 1d4 rounds), heat (1d6 fire), lingering breath (2d4 fire, 5 rounds), mythic power (5/day, surge +1d8+1)
Spell-Like Abilities (CL 12th, concentration +19) 1/day - Summon (level 6, 2d6 fire bats or 2d6 dire bats 100%)
Str 28, Dex 18, Con 21, Int 7, Wis 20, Cha 25
Base Atk +13; CMB +22; CMD 36
Feats Cleave, Flyby Attack, Great Cleave, Improved Initiative, Potent Surge, Power Attack, Toughness
Skills Fly +20, Intimidate +23, Knowledge (religion) +14, Perception +20
Languages Abyssal, Draconic, Ignan, Infernal; speak with bats, telepathy 100 ft.
Environment Any (The Abyss)
Organization Solitary
Treasure Double
Breath Weapon (Su) When a zotzilaha uses its breath weapon, it may expend one use of mythic power to cause creatures that fail their Reflex saves to have their flesh scoured away by the ravenous unholy flames. The creatures must make a DC 21 Fortitude save to avoid taking 1d4 points of Constitution damage. The save DC is Constitution-based.
Smoke Vision (Ex) A zotzilaha can see perfectly in smoky conditions (such as those created by pyrotechnics)
Speak with Bats (Ex) A zotzilaha can speak with animals with all bats and batlike creatures.
Children of the bat-god Camazotz, zotzilahas are embodiments of their divine father’s rage and might, sent unto his followers to inspire fear and worship.
A zotzilaha is a batlike humanoid that stands almost eight feet tall. Its head is that of a monstrous bat, its mouth filled with enormous fangs. A pair of leathery wings sprout from its back. Its wickedly clawed arms are deceptively long, and it usually keeps them folded against its body like a praying mantis. Each zotzilaha embodies a different aspect of their father and possesses traits according to its character; thus, a zotzilaha that embodies Camzotz’s strength might be unusually muscular, while one who embodies his mastery over darkness might have pitch-black fur. When a zotzilaha enters combat, its body begins to fume as smoke pours from its nostrils and fire licks its claws, and when it uses its breath weapon it briefly erupts in a blaze of flame.
Zotzilahas are Camazotz’s favored servants. He frequently sends them to the Material Plane to inhabit his temples, and allows his mortal worshipers to believe they are Camazotz himself and accept sacrifices in his name. The bat-god’s temples are often built in or near volcanoes, and when not haunting their father’s shrines they cavort in the tumultuous molten rock.
Vyriavaxus, the now-dead demon lord of shadows, is said to have once been a zotzilaha, perhaps the first sired by Camazotz. Vyriavaxus was seduced and murdered by his rival Nocticula, and now all zotzilahas despise the Lady of Shadow and seek out her servants to gruesomely slay. Zotzilahas particularly loathe shadow demons, who were created by Vyriavaxus but now serve his murderer; they will go to great lengths to destroy shadow demons for betraying their eldest brother.

Demon, Bulezau (Capra Demon)

Demon, Bulezau (Capra Demon)
CR 9                                                                                                              XP: 6,400
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +2; Senses darkvision 60 ft., see invisibility; Perception +14
Aura Witch-friend (30 ft.)
AC 21, touch 11, flat-footed 19 (-1 size, +10 natural, +2 Dex)
HP 118 (10d10+63)
Fort +10, Ref +9, Will +8
DR 10/cold iron or good; Immune electricity and poison; SR 20; Resist acid 10, cold 10, and fire 10
Speed 30 ft.
Melee +1 huge ranseur +16/+11 (2d6+7/x3), claw +13 (1d4-57), gore +13 (2d8-57/19-20), tail +13 (1d3-57) or 2 claws +15 (1d4+6), gore +15 (2d8+6/19-20), tail +13 (1d3-57)
Space 10 ft., Reach 20 ft.
Special Attacks Blood frenzy, powerful charge (gore, 4d6+18)
Spell-Like Abilities (CL 10th, concentration +13) Constant - See invisibility At will - Command (DC 14), greater teleport (self plus 50 pounds of objects only), solid fog, telekinesis (DC 18) 3/day - Fear (DC 17) 1/day - Shout (DC 17), summon (level 3, 1d6 dretches or 1d4 rutterkins, 50%)
Before Combat Bulezau are born and bred for fighting, and are likely to go berserk once they’re in a fight. They can deal out an impressive amount of damage for a lesser demon, but their greatest weakness is their lack of brainpower. They tend to ignore things that a commander respects in a solder, such as strategy, discipline, and even common sense. Powerful demons can control them with promises and threats, but not for long. Bulezau have a bitter rivalry with vrocks, and encounters between the two almost always break out into a fight, unless there are other enemies nearby to deal with. Bulezau are often armed with Huge tridents, morning stars, or some type of polearm.
A bulezau’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned for the purpose of overcoming damage reduction.
Str 23, Dex 14, Con 25, Int 16, Wis 12, Cha 17
Base Atk +10; CMB +17; CMD 29
Feats Improved Critical (Ranseur), Multiattack, Power Attack, Weapon Focus (Ranseur)
Skills Acrobatics +12, Climb +16, Intimidate +16, Knowledge (arcana, planes) +16, Perception +14, Sense Motive +14, Spellcraft +16, Swim +16
Languages Abyssal, Celestial, Common; telepathy 30 ft.
Environment Infinite Layers of the Abyss
Organization Solitary
Treasure Standard
Blood Rage (Ex) When a bulezau takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 Constitution and +2 Strength, but takes a -2 penalty to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.
Oversized Weapons (Ex) A bulezau is skilled at wielding weapons one size category larger than itself and does not take any penalties when fighting with such weapons.
Witch-Friend (Su) Witch spells cast by a bulezau’s allies within 30 feet are cast at +1 caster level and gain a +2 profane bonus to their save DCs. Bonuses from multiple bulezaus do not stack.
Created by Baphomet, the demon lord of beasts and labyrinths, bulezaus (also known as capra demons for their goatlike appearance) serve him as both heavy infantry and patrons of witches.
A bulezau is shaped like a human, but stands over twelve feet tall and has the head of a diseased goat with massive horns and rheumy white eyes. A long, snakelike tail lashes behind it, tipped with a tangle of metallic spikes. Although their bodies are thin and emaciated, bulezaus are terribly strong and capable of wielding huge weapons.
Bulezaus are created from the souls of evil witches, especially those with a proclivity for acts of bestiality. Baphomet sends these demons to the Material Plane as dark blessings to his human worshipers (for his minotaur and giant followers, he prefers to send ghour demons). Capra demons tutor their wards in ever more blasphemous rites of witchcraft and steer them toward bestial rites designed to strip them of humanity. On the Abyss, they serve Baphomet as soldiers, holding the line against other demonic hordes while ghours and goristros crash through enemy ranks. Bulezaus are deceptively intelligent, and they hold many arcane secrets that can be bargained from them for the right (inevitably terrible) price.
As patrons of evil witches, bulezaus despise nothing more than witches who serve the cause of good, and many direct their followers against good-aligned covens. Owing to their master Baphomet’s rivalry with Pazuzu, bulezaus also loathe vrocks, and attack the winged demons on sight.

Demon, Chaaor (Beast Demon)

Demon, Chaaor (Beast Demon)
CR 11                                                                                                         XP: 12,800
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +3; Senses darkvision 60 ft.; Perception +24
AC 24, touch 14, flat-footed 21 (-1 size, +10 natural, +2 deflection, +3 Dex)
HP 126 (11d10+66)
Fort +17, Ref +10, Will +5
DR 10/good; Immune electricity, poison; SR 22; Resist acid 10, cold 10, fire 10
Speed 30 ft.
Melee 2 claws +18 (1d8+8 plus grab), bite +18 (2d6+8)
Space 10 ft.
Special Attacks rend (2 claws, 1d8+8), roar (3/day, 60-ft. radius, Ref DC 21 half, 3d6 sonic damage)10
Str 26, Dex 17, Con 22, Int 8, Wis 14, Cha 14
Base Atk +11; CMB +20; CMD 35
Feats Awesome Blow, Blind-Fight, Cleave, Great Cleave, Great Fortitude, Power Attack
Skills Climb +22, Intimidate +16, Perception +24, Sense Motive +16, Stealth +13
  Racial Modifiers +8 Perception
Environment any (Abyss)
Organization solitary, gang (2–5), or pack (6–11)
Treasure standard
This creature appears as a huge hulking ape-like creature with a bear’s head. Two large, downward-curving horns jut from its head. The beast’s fur is reddish-black and matted with blood and its hands end in razor sharp claws. A chaaor is a 12-foot tall, hulking, ape-like brute with the head of a bear. Large downward curving, grayish-silver horns grow from its head and end in rounded points. The chaaor’s body is covered in reddish-black fur and is almost always caked or matted in blood. The powerful arms of a chaaor end in razor-sharp and filthy claws—black in color. Long rows of sharpened teeth fill the chaaor’s mouth. When moving, the chaaor usually drops to all fours. When facing an aggressor it assumes a bipedal stance.
Spell-Like Abilities (CL 11th)
At will—darkness, greater teleport (self plus 50 pounds of objects only), see invisibility
1/day—chaos hammer (DC 16), summon (level 9, 2d4 dretches or 1 chaaor 35%)
Some demons are feared more than others. Of those, the ape-like chaaor is one. Their savagery in battle has turned the stomach of even the stoutest demonic general.
Chaaor are used as shock troops in the Abyssal armies. Many are the demon lords that have sent a battalion of these fiends against an army, watching in delight as the brutal chaaor tore its way through the enemy’s ranks. When not engaging in wars with other infernal creatures, the chaaor spends its time roaming the Abyss in hunting packs. They have no preference as to the type or strength of prey: they pretty much hunt and kill what they choose. Chaaor packs have been known to attack creatures much larger than themselves and kill all opponents in short order.
Chaaor are deadly adversaries that relish the blood and adrenaline of battle. Their tactics are simple: target a foe, charge forward, and rake or slash with claws and bite. Often, a chaaor unleashes its mighty roar to begin a fight hoping to knock down as many foes as possible.  A downed foe is leapt on by multiple chaaors who proceed to tear the opponent to pieces. Likewise, if a chaaor grabs a foe, it holds on while the others move in and rip it to shreds with teeth and claws.
Copyright Notice
Author Scott Greene.
Source: The Tome of Horrors Complete pg 157
Muzeksheg, Chaaor Antipaladin
CR 20                                                                                                               XP: 307,200
Advanced chaaor demon antipaladin 3
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +3; Senses darkvision 60 ft.; Perception +28
AC 24, touch 14, flat-footed 21 (-1 size, +10 natural, +2 deflection, +3 Dex)
HP 202 (18d10+3d10+87)
Fort +27, Ref +19, Will +15
Defensive Abilities Unholy resilience; DR 10/good; Immune disease, electricity, poison; SR 32; Resist acid 10, cold 10, fire 10
Speed 30 ft.
Melee +3 unholy wounding greatsword +32/+27/+22/+17/+12 (2d8+16/19-20 plus 1 bleed), bite +24 (2d6+4) or 2 claws +29 (1d8+9 plus grab), bite +29 (2d6+9)
Space 10 ft.
Special Attacks cruelty (shaken), rend (2 claws, 1d8+13), roar, smite good (+4 to hit, +3 to damage, +4 deflection bonus to AC), touch of corruption 5/day (1d6 damage)
Spell-Like Abilities (CL 11th) At will—darkness, detect good, greater teleport (self plus 50 pounds of objects only), see invisibility 1/day—chaos hammer (DC 18)
Str 28, Dex 17, Con 25, Int 11, Wis 15, Cha 18
Base Atk +21; CMB +31; CMD 46
Feats Awesome Blow, Blind-Fight, Cleave, Great Cleave, Great Fortitude, Improved Vital Strike, Intimidating Prowess, Power Attack, Vital Strike
Skills Bluff +20, Climb +23, Diplomacy +5, Intimidate +36, Knowledge (planes) +24, Knowledge (religion) +10, Perception +28, Sense Motive +20, Stealth +13
  Racial Modifiers +8 Perception
Languages Abyssal, Common; telepathy 100 ft.
Gear +3 unholy wounding adamantine greatsword
Environment any (Abyss)
Organization solitary, gang (2–5), or pack (6–11)
Treasure standard
This creature appears as a huge hulking ape-like creature with a bear’s head. Two large, downward-curving horns jut from its head. The beast’s fur is reddish-black and matted with blood and its hands end in razor sharp claws. A chaaor is a 12-foot tall, hulking, ape-like brute with the head of a bear. Large downward curving, grayish-silver horns grow from its head and end in rounded points. The chaaor’s body is covered in reddish-black fur and is almost always caked or matted in blood. The powerful arms of a chaaor end in razor-sharp and filthy claws—black in color. Long rows of sharpened teeth fill the chaaor’s mouth. When moving, the chaaor usually drops to all fours. When facing an aggressor it assumes a bipedal stance.
Spell-Like Abilities (CL 11th)
At will—darkness, greater teleport (self plus 50 pounds of objects only), see invisibility
1/day—chaos hammer (DC 16), summon (level 9, 2d4 dretches or 1 chaaor 35%)
Some demons are feared more than others. Of those, the ape-like chaaor is one. Their savagery in battle has turned the stomach of even the stoutest demonic general.
Chaaor are used as shock troops in the Abyssal armies. Many are the demon lords that have sent a battalion of these fiends against an army, watching in delight as the brutal chaaor tore its way through the enemy’s ranks. When not engaging in wars with other infernal creatures, the chaaor spends its time roaming the Abyss in hunting packs. They have no preference as to the type or strength of prey: they pretty much hunt and kill what they choose. Chaaor packs have been known to attack creatures much larger than themselves and kill all opponents in short order.
Chaaor are deadly adversaries that relish the blood and adrenaline of battle. Their tactics are simple: target a foe, charge forward, and rake or slash with claws and bite. Often, a chaaor unleashes its mighty roar to begin a fight hoping to knock down as many foes as possible.  A downed foe is leapt on by multiple chaaors who proceed to tear the opponent to pieces. Likewise, if a chaaor grabs a foe, it holds on while the others move in and rip it to shreds with teeth and claws.
Copyright Notice
Author Scott Greene.
Source: The Tome of Horrors Complete pg 157

Daemon, The Oinodaemon Anthraxus

Daemon, The Oinodaemon Anthraxus
CR 37                                                                                                              XP: 104,857,600
NE Large outsider (daemon, evil, extraplanar)
Init +16; Senses darkvision 60 ft., detect evil, detect good, detect magic, detect thoughts, see invisibility; Perception +61
Aura destructive aura (30 ft., +18 damage, 37 rounds)
AC 60, touch 40, flat-footed 48 (+20 natural, +19 deflection, -1 size, +12 Dex)
HP 1053 (49d20+539)
Fort +39, Ref +40, Will +27
Defensive Abilities death’s embrace; DR  25/good; Immune acid, death effects, disease, poison; SR 48; Resist cold 10, electricity 10, fire 10
Speed 40 ft.
Melee 2 slams +60 (2d8+12 plus disease)
Space 10 ft., Reach 15 ft.
Special Attacks destructive smite 12/day (+18 damage), scythe of evil 8/day (18 rounds), transfixing gaze
Spell-Like Abilities (CL 37th) Constant—detect evil, detect good, detect magic, detect thoughts (DC 22), see invisibility, water breathing, At will—alter self, burning hands (DC 21), deeper darkness, desecrate, fear (DC 24), flaming sphere (DC 22), greater dispel magic, greater teleport (self plus 50 pounds of objects only), shapechange 3/day—feeblemind (DC 25), mass suggestion (DC 26), wall of fire, wall of force, wall of ice (DC 24), summon (level 9, non-unique daemons in any combination whose combined HD total no more than the Oinodaemon’s HD, 100%) 1/day—cancellation (touch attack, functions as a rod of cancellation), lesser globe of invulnerability Domain Spell-Like Abilities (CL 37th) 12/day—bleeding touch (18 rounds), touch of evil (18 rounds)
Spells Prepared (CL 37th)
  9th-Astral Projection, Energy Drain (DC 28; x3), Storm of Vengeance (DC 28), Implosion (D DC 28)
  8th-Antimagic Field, Mass Inflict Critical Wounds (DC 27; x2), Symbol of Death (DC 27), Unholy Aura (DC 27), Earthquake (D)
  7th-Blasphemy (DC 26; x2), Mass Inflict Serious Wounds (DC 26; x2), Symbol of Weakness (DC 26), Disintegrate (D DC 26)
  6th-Blade Barrier (DC 25; x2), Forbiddance (DC 25), Harm (DC 25), Word of Recall, Create Undead (D)
  5th-Break Enchantment, Dispel Good (DC 24; x2), Insect Plague, Scrying, Slay Living (DC 24), Symbol of Pain (DC 24), Slay Living (D DC 24)
  4th-Death Ward, Dimensional Anchor, Discern Lies (DC 23), Divine Power, Giant Vermin, Inflict Critical Wounds (DC 23), Poison (DC 23), Unholy Blight (D DC 23)
  3rd-Bestow Curse (DC 22; x2), Blindness/Deafness (DC 22), Contagion (DC 22), Inflict Serious Wounds (DC 22; x2), Invisibility Purge, Animate Dead (D)
  2nd-Darkness, Enthrall (DC 21), Inflict Moderate Wounds (DC 21; x3), Shatter (DC 21), Sound Burst (DC 21), Death Knell (D DC 21)
  1st-Bane (DC 20), Comprehend Languages, Curse Water (DC 20), Doom (DC 20), Inflict Light Wounds (DC 20; x2), Protection from Good, Sanctuary (DC 20), True Strike (D)
  0th-Bleed (DC 19), Create Water, Inflict Minor Wounds (DC 19), Light, Read Magic, Resistance (Domains Death, Destruction, Evil)
During Combat The Oinodaemon attacks using his spells, spell-like abilities, and staff in combat. He does not hesitate to gate in other daemons to assist him.
Str 34, Dex 35, Con 33, Int 29, Wis 29, Cha 31
Base Atk +49; CMB +62; CMD 103
Feats Ability Focus (Transfixing Gaze, Disease), Blind-Fight, Cleave, Combat Reflexes, Craft Staff, Critical Focus, Empower Spell, Extend Spell, Great Cleave, Great Fortitude, Improved Critical (Slam), Improved Initiative, Improved Vital Strike, Iron Will, Lightning Reflexes, Maximize Spell, Power Attack, Quicken Spell, Quicken Spell-Like Ability (Wall of Fire, Wall of Ice), Silent Spell, Vital Strike, Weapon Focus (Slam)
Skills Appraise +58, Bluff +62, Diplomacy +59, Disguise +59, Fly +59, Intimidate +59, Knowledge (arcana, local, religion) +61, Knowledge (planes) +48, Perception +61, Sense Motive +61, Spellcraft +58, Stealth +60, Survival +58
Languages Abyssal, Aquan, Celestial, Common, Daemonic, Draconic, Giant, Ignan, Infernal, Terran; telepathy 100 ft.
SQ immortality, planar omniscience
Gear Staff of the Lower Planes
Environment Gehenna, Hades, or Tarterus
Organization solitary or troupe (Oinodaemon plus 2–8 cacodaemons)
Treasure Staff of the Lower Planes: This 12-foot long, black wooden staff can only be wielded by the current Oinodaemon or any daemon he allows to wield it. In anyone else’s hands, the staff functions as a normal quarterstaff. Upon the current Oinodaemon’s death, the staff can be wielded (and it functions as detailed below) by the new Oinodaemon. The staff has the powers listed below. All powers function as the spell of the same name (CL 25th or the wielder’s caster level, whichever is higher). Save DCs are 20 + spell level.
— Doom, fear (1 charge)
— Dominate monster, geas/quest, mass charm monster, unholy aura (2 charges)
— Once per day, wish (grant another’s wish) (2 charges)
The staff has an unlimited number of charges, but no more than 50 charges may be expended in a single day. The staff’s powers automatically overcome any other daemon’s spell resistance. Any non-daemon that touches the staff takes 10d8 points of electricity damage per round of contact (no save) and gains two negative levels each round it touches the staff. The Fortitude save to remove a negative level has a DC of 35 and can result in actual level loss on a failed save.
Disease (Ex) Daemonic Plague: Slam—injury; save Fort DC 47, onset 1 day; frequency 1/ day; effect 2d6 Con damage; cure 3 consecutive saves. Each time the victim takes Con damage, it must succeed on a second Fort save or lose 2 points of the Con damage permanently. The save DC is Constitution-based.
Transfixing Gaze (Su) A living creature within 30 feet that meets the Oinodaemon’s gaze must succeed on a DC 46 Will save, or be held (as the hold person spell, CL 37th). An affected creature can attempt a new save each round to break the effects if it has 24 HD or more; otherwise, only the Oinodaemon can release it, or a wish or miracle can break the effect. The save DC is Charisma-based. If the Oinodaemon is slain or moves more than 30 feet away from a held creature, it is automatically released. The Oinodaemon only has to remain within range to maintain this ability; he does not have to concentrate.
This creature stands nearly twice as tall as a normal human. Its head resembles that of a diseased and rotting ram with downward, forward-curving horns. The wool and flesh of its humanoid body seem to pull away or drop away in sickly clumps. Its body is covered in boils, blisters, sores, and scabs. Thick white foam oozes from its mouth and a thin yellow ichor squeezes from its bloodshot eyes.
The Oinodaemon claims rulership over all other daemons. There is no other single figure in the lower planes that commands more respect and fear than the Oinodaemon (excepting a few powerful arch-devils). His position is constantly threatened by those who would usurp the throne and take the position for their own. It is believed there are at least seven other extremely power daemons vying for the throne and title of Oinodaemon. Through subtle machinations, sheer power, and fear, the current Oinodaemon has held all challengers at bay.
Credit
Anthraxus (The Oinodaemon) originally appeared in the First Edition Monster Manual II (© TSR/Wizards of the Coast, 1983) and is used by permission.

Daemon, Charon (Boatman of the Lower Planes)

Daemon, Charon (Boatman of the Lower Planes)
CR 23                                                                                                                XP: 819,200
N Medium humanoid (daemon, evil, extraplanar)
Init +9; Senses darkvision 60 ft., detect evil, detect good, detect magic, detect thoughts;; Perception +49
AC 40, touch 24, flat-footed 35 (+16 natural, +9 deflection, +5 Dex)
HP 464 (32d10+288)
Fort +11, Ref +7, Will +10
DR 20/good; Immune acid, death effects, disease, poison; SR 33; Resist cold 10, electricity 10, fire 10
Speed 50 ft.
Melee +3 quarterstaff +41/+37/+36/+31/+26/+21/+16/+11 (1d6+18/1d6+15)
Special Attacks fear gaze (30 ft., DC 35 Will or affected by fear spell)
Spell-Like Abilities (CL 23rd) Constant—detect evil, detect good, detect magic, detect thoughts (DC 21), see invisibility At will—alter self, deeper darkness, desecrate, fear (DC 23), greater teleport (self plus skiff only), plane shift (self plus skiff only), silent image (DC 20), suggestion (DC 22) 3/day—wall of fire, mass suggestion (DC 25) 1/day—symbol of fear (DC 25), symbol of pain (DC 24), summon (level 9, 2d4 charonadaemons or piscodaemons, or 2d6 hydrodaemons 100%)
During Combat Charon attacks using his spell-like abilities, gaze weapon, and staff. He attempts to throw any creature who has stepped foot on his skiff without first paying his price into the River Styx. If combat goes against him or he seems to be overmatched, he summons other daemons to deal with the interlopers while he teleports himself and his skiff away.
Str 31, Dex 20, Con 28, Int 26, Wis 26, Cha 28
Base Atk +32; CMB +42; CMD 66
Feats Alertness, Blind-Fight, Combat Expertise, Combat Reflexes, Great Fortitude, Improved Critical (Quarterstaff), Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Persuasive, Power Attack, Quicken Spell-Like Ability (Suggestion), Skill Focus (Bluff, Diplomacy), Weapon Focus (Quarterstaff)
Skills Appraise +40, Bluff +50, Diplomacy +54, Escape Artist +37, Intimidate +45, Knowledge (arcana, history) +40, Knowledge (local, planes) +43, Perception +49, Sense Motive +49, Spellcraft +43, Stealth +40, Survival +43
Languages Abyssal, Aquan, Celestial, Common, Daemonic, Draconic, Ignan, Infernal; telepathy 100 ft.
SQ control Styx, immortality
Gear +3 quarterstaff
Environment Abyss, Gehenna, Hades, Nine Hells, or Tarterus
Organization solitary
Treasure standard coins; 50% goods; 50% items
Paralysis (Ex) A creature hit by Charon’s staff takes normal damage and must succeed on a DC 30 Fortitude save or be paralyzed for 2d6 minutes. The paralysis ability only functions in Charon’s hands.
Control Styx (Su) Charon can control the waters of the River Styx as if using the control water spell (CL 23rd). Additionally, he can form a Huge 16 HD water elemental (known as a Styx elemental) as a standard action using this ability. A Styx elemental uses the standard 16 HD water elemental statistics with the following additional special attack: An opponent hit by a Styx elemental’s slam attack must succeed on a DC 23 Will save or forget everything about its past life (treat this as a feeblemind spell). The save DC is Constitution-based. Even if the save is successful, the opponent acts as if affected by a confusion spell (CL 20th) for one day. The confusion effects can be removed using break enchantment, dispel magic, or greater magic. Charon can have only one Styx elemental in existence at one time. A Styx elemental is CR 8.
Immortality (Ex) Charon is native to five Lower Planes (Abyss, Gehenna, Hades, Nine Hells, and Tarterus), thus when his form is destroyed on one plane, he ceases to exist there, but still exists on the other four. When destroyed on one of the aforementioned planes, it takes but a single day for him to reform and return to that plane. To be permanently destroyed, Charon must be slain on all five Lower Planes within a single day.
This creature appears as a skeletal humanoid shrouded in a dark hooded robe. Small pinpoints of crimson light burn in its eye sockets and seem to function as its eyes
Charon spends his time ferrying dead souls to their final resting place in the Lower Planes. He uses a large, flat skiff to ferry his passengers across the dangerous waters of the River Styx. On occasion, he ferries living souls to a desired location within the Lower Planes, though he charges a hefty price for such passage. In order to request passage from Charon, would-be travelers must first summon him to the banks of the River Styx. This can be accomplished by casting blasphemy, holy word, or symbol (any). After casting one of the above mentioned spells, 2d4 rounds later, Charon appears on his black skiff. Travel across the River Styx by Charon costs 100 gp per character level per creature seeking passage. The total cost can be in magic items, coins, gems, or any combination of the aforementioned items. If his price is refused, Charon turns his skiff and moves away. If attacked, Charon attacks but seeks to escape as soon as possible.
Credit
Charon originally appeared in the First Edition Monster Manual II (© TSR/Wizards of the Coast, 1983) and is used by permission.
Copyright Notice Author Scott Greene, based on original material by Gary Gygax.

Daemon, Charonodaemon

Daemon, Charonodaemon
CR 9                                                                                                               XP: 6,400
NE Medium outsider (daemon, evil, extraplanar)
Init +7; Senses darkvision 60 ft., detect magic, see invisibility; Perception +15
AC 24, touch 13, flat-footed 21 (+11 natural, +3 Dex)
HP 105 (10d10+50)
Fort +12, Ref +12, Will +5
DR 10/good; Immune acid, death effects, disease, poison; SR 19; Resist cold 10, electricity 10, fire 10
Speed 40 ft.
Melee quarterstaff +11/+7/+6 (1d6+7/1d6+7)
Special Attacks fear gaze (30 ft, DC 19 Will save or affected as by fear spell)
Spell-Like Abilities (CL 10th) Constant—detect magic, see invisibility At will—deeper darkness, desecrate, greater teleport (self plus skiff only), plane shift (self plus skiff only) 1/day—summon (level 4, 1d4 hydrodaemons or 1 charonadaemon 35%)
Str 21, Dex 16, Con 21, Int 15, Wis 15, Cha 18
Base Atk +10; CMB +15; CMD 28
Feats Improved Initiative, Improved Sunder, Lightning Reflexes, Persuasive, Power Attack
Skills Bluff +17, Diplomacy +21, Intimidate +21, Knowledge (planes) +15, Perception +15, Sense Motive +15, Stealth +16, Survival +15
Languages Abyssal, Common, Daemonic, Infernal; telepathy 100 ft.
SQ alter self
Environment Abyss, Gehenna, Hades, Nine Hells, or Tarterus
Organization solitary
Treasure standard coins; 50% goods; 50% item
This creature appears as a skeletal humanoid shrouded in a dark hooded robe. Small pinpoints of crimson light burn in its eye sockets and seem to function as its eyes.
Charonadaemons appear as 6-foot tall skeletal humanoids dressed in black hooded robes.
Charonadaemons resemble their master, Charon, the Boatman of the Lower Planes, and are often mistaken for him. Unlike their master, they care nothing for ferrying souls across the River Styx and seek to murder or steal from those that request passage. Travel across the River Styx by a charonadaemon costs 50 gp per character level per creature seeking passage. The total cost can be in magic items, coins, gems, or any combination of the aforementioned items. Even if the price is paid, the charonadaemon usually betrays his passengers, attempting to dump them into the River Styx or kill them outright. If more money or fare is offered, the charonadaemon can be persuaded not to attack. A charonadaemon can be summoned to the banks of the River Styx by casting blasphemy, holy word, planar ally, planar binding, summon monster IX, or symbol (any).
Credit
The Charonadaemon originally appeared in the First Edition Monster Manual II (© TSR/Wizards of the Coast, 1983) and is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Gary Gygax.