Thursday, February 14, 2019

Devil, Bareilan (Child Skinner)

Devil, Bareilan (Child Skinner)
CR 12                                                                                                          XP: 19,200
LE Huge outsider (devil, evil, extraplanar, lawful)
Init +0; Senses See in Darkness 60 ft., Telepathy 100 ft.; Perception +2
Aura Pedophiliac Lure (100 ft., Will DC 20, children become fascinated and approach the Child Skinner)
AC 28, touch 10, flat-footed 28 (-2 size, +2 deflection, +18 natural)
HP 152 (16d10+64)
Fort +14, Ref +5, Will +12
Immune fire, poison; Resist acid 10, cold 10
Speed 40 ft.
Melee four +17 slams (1d8+2 bludgeoning, 19-20/x2 plus grab)
Ranged two +14 binding needles (1d4+2 piercing, 20/x3 plus drag 1d4 x 5 ft. Fort DC 20 negates, 100 ft maximum range, no range increment)
Space 15 ft.
Spell-Like Abilities CL 10th) At Will – Deeper Darkness Enthrall (DC 14) 1x/day – Desecrate Summon (5th level, 1d2 Eyrines 80% or 1d4+1 Bearded Devils 40%)
Str 17, Dex 11, Con 19, Int 13, Wis 14, Cha 14
Base Atk +16; CMB +21; CMD 33
Languages Celestial, Draconic, Infernal, Telepathy 100 ft.
SQ Binding Needle, Child Killer, The Needle Heals
Environment any (extraplanar- Hell) prefers urban environments where children congregate- schools, playgrounds, youth hostels, kibbutz, factories staffed by child laborers, ect.
Organization always solitary
Treasure standard
Binding Needle (Su) The Child Skinner can toss the black needle that it uses to stitch children’s corpses to its own bloated body. A creature struck by the Binding Needle must succeed at a DC 20 FORT Save or be pulled 1d4x5 ft. (1d4 squares) towards the Child Skinner’s space. If the FORT Save fails, the Child Skinner can pull the target another 1d4x5 ft towards it as a free action, once per round. The target gains the grappled condition, but the Child Skinner does not. The Binding Needle’s cord has Hardness 4 and 12 HP and is AC 14.
Killer of Children (Su) Once per round, as a swift action, the Child Skinner can kill an adjacent child without the need of an attack roll nor damage roll. The child merely drops to -1 HP and begins dying.
The Needle Heals (Su) As a full round action, the Child Skinner’s many hands can go to work skinning and stitching the flesh of a murdered child to its own. This requires the corpse of a Small or Medium sized child of any humanoid or monstrous humanoid race, slain within the previous hour to be adjacent to the Child Skinner. The Child Skinner receives the benefit of a Heal spell cast by a 20th level cleric when this action is complete.
Pedophilia Lure (Su) All children of humanoid and monstrous humanoid races who merely come within 100 ft. of the Child Skinner must succeed at a DC 20 WILL Save or become fascinated. While fascinated, the children move at their normal speed and attempt to remain adjacent to the Child Skinner at all times. Even acts of violence against the fascinated children by the Child Skinner or its allies do not break the effect. However, fascinated children receive a new save to end the effect if any adult creature inflicts HP damage on the Child Skinner. If an adult confirms a critical hit against the Child Skinner, the fascination effect ends for all children affected. A child who saves against this effect becomes immune to the Pedophiliac Lure for 24 hours.
The Child Skinner is a horrible, flayed brute standing more than 13 feet tall. The Child Skinner’s obese, sagging form is decorated with the empty skins of hundreds of human and Elven boys, the oldest perhaps a decade old, stitched crudely and haphazardly to the demon’s body. These flayed hides form additional arms, which the monster uses with cruel efficiency in battle. The Child Skinner is asymmetrical- three of its leather arms on one side of the body, and only one on the opposite shoulder.
Reports From The Field
“Child Skinners are outcasts even among Hell’s hierarchy. Unconcerned with power and the expansion of diabolic power, Child Skinners are the tortured, transfigured souls of child abusers and rapists. Become devilish, they continue their depredations, ignoring the summons of their Pit Fiend masters and only reluctantly cooperating with other devils.”
-The Lesser Horrors of the Outer Planes, Volume II
“Over the past decade, nearly five hundred of human street urchins have vanished in the Steamworks Ward, and possibly five times that number of goblin and kobold urchins. While the Civic Guards have raised no cry, I have, time and again! Now, I propose an expedition beneath the abandoned cotton-works at Five Angel Point. One of my best informants tells me there is something down there, of monstrous aspect, but with a sweet woman’s voice.”
-Preacher Zuun Hexagrus, rabble rouser and reformer
“GUARDS RAID THE GOLD FROG CARNIVAL! MASSACRE ENSUES!
Over 100 children dead! Mayor blame demons! Clerics overwhelmed by carnage and temples in
shambles!”
-Headline of the of the New Whiteplume Courier
Source: The Complete Nemesis Bestiary pg 25

Devil, Amon (Duke of Hell)

Devil, Amon (Duke of Hell)
CR 25                                                                                                           XP: 1,638,400
LE Large outsider (devil, evil, extraplanar, lawful)
Init +12; Senses darkvision 60 ft., detect good, detect magic, see invisibility, see in darkness;; Perception +44
AC 44, touch 24, flat-footed 36 (-1 size, +20 natural, +7 deflection, +8 Dex)
HP 462 (28d12+280); regeneration 10 (good, silver)
Fort +12, Ref +8, Will +9
DR 20/good and silver; Immune fire, poison; SR 36; Resist acid 10, cold 10
Speed 60 ft.
Melee Huge +4 axiomatic thundering heavy mace +45/+40/+35/+30 (3d6+30/19–20), bite +35 (2d6+6)
Space 10 ft., Reach 10 ft.
Special Attacks fear gaze (30 ft., Will DC 31, affected by fear spell)
During Combat Amon begins combat with his fear gaze. Unaffected creatures are subjected to a barrage of spell-like abilities and physical attacks with his mace. If combat is going against him, he summons his wolf companions or other devils to aid him or cover his escape.
Str 36, Dex 27, Con 31, Int 26, Wis 25, Cha 25
Base Atk +28; CMB +42; CMD 67
Feats Alertness, Blind-Fight, Cleave, Critical Focus (heavy mace), Great Cleave, Great Fortitude, Improved Critical (heavy mace), Improved Initiative, Improved Vital Strike, Iron Will, Power Attack, Quicken Spell-Like Ability (fireball), Vital Strike, Weapon Focus (heavy mace)
Skills Acrobatics +39, Bluff +38, Climb +41, Diplomacy +38, Escape Artist +36, Intimidate +37, Knowledge (arcana, religion) +36, Knowledge (local, planes) +39, Perception +44, Sense Motive +44, Stealth +35, Survival +35
Languages Abyssal, Celestial, Common, Draconic, Goblin, Ignan, Infernal; telepathy 100 ft.
SQ control wolves
Gear Craver
Environment any (Hell)
Organization solitary or troupe (Amon plus one 18-HD winter wolf, 4–8 bone devils, and 3–7 dire wolves or 5–12 wolves)
Treasure Craver: Amon’s unique oversized weapon is a Huge +4 axiomatic thundering heavy mace. In Duke Amon’s hands it deals double his Strength bonus to damage in addition to its +4 enhancement bonus when he uses it two-handed (+30 total). He is able to use the oversized weapon without penalty.
Control Wolves (Su) Amon can control up to 40 HD of wolves, worgs, winter wolves, or dire wolves to a range of 1 mile. This is otherwise similar to a control undead spell cast by a 20th-level sorcerer and does not count against his 40 HD summoning limit (unless Amon summoned the creatures).
Fear Gaze (Su) A creature that successfully saves against Amon’s fear gaze cannot be affected again for one day. The save DC is Charisma-based.
This wolf-headed humanoid stands at least 9 or 10 feet tall. His fur is brownish-black and his eyes and teeth are yellow. His great clawed hands are brownish in color and covered in shaggy fur.
Amon stands 9 feet tall and weighs about 600 pounds.
Amon is a vassal in service to Geryon, commanding no less than 3 legions of bone devils. He is completely loyal to the Great Serpent and never questions his post. On more than one occasion an arch-devil has tried to dupe Amon into betraying his lord, but such attempts always fail.
Amon’s iron citadel Harrowcourt sits high on a flat-topped mountain within the domain of Hell’s fifth plane. It is a great, dark place filled with devils, wolves, and creatures far worse.
Credit
Amon originally appeared in Dragon #75 (© TSR/Wizards of the Coast, 1983) and later 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

Devil, Alastor (Executioner of Hell)

Devil, Alastor (Executioner of Hell)
CR 23                                                                                                                XP: 819,200
LE Large outsider (devil, evil, extraplanar, lawful)
Init +12; Senses darkvision 60 ft., detect good, detect thoughts; Perception +57
Aura fear (20 ft., DC 38)
AC 48, touch 25, flat-footed 40 (-1 size, +23 natural, +8 deflection, +8 Dex)
HP 700 (40d12+440); regeneration 10 (good, silver)
Fort +26, Ref +32, Will +34
DR 20/good and silver; Immune fire, poison; SR 34; Resist fire 10, cold 10
Speed 40 ft., fly 60 ft. (average)
Melee +3 unholy vorpal battleaxe +59/+54/+49/+44 (2d6+19/19–20/x3) or 2 claws +55 (2d6+16), bite +55 (4d6+16 plus poison and disease), 2 wings +53 (2d6+16), tail slap +53 (2d8+24 plus grab)
Space 10 ft., Reach 10 ft.
Special Attacks constrict (2d8+32)
Spell-Like Abilities (CL 20th) Constant—detect good, detect thoughts (DC 20) At will—blasphemy (DC 25), create undead, fireball (DC 21), greater dispel magic, greater teleport (self plus 50 pounds of objects only), invisibility, magic circle against good, mass hold monster (DC 27), persistent image (DC 23), power word stun, true seeing, unholy aura (DC 26), wall of fire (DC 22) 3/day—insanity (DC 25), summon (level 9, 4 lemures, bone devils, or bearded devils, or 3 erinyes, horned devils, or ice devils, or 2 pit fiends 100%) 1/day—meteor swarm (DC 27), power word kill 1/week—wish.
During Combat Alastor rarely engages in combat; not because he cannot, but because most such encounters are trivial to him and he becomes bored with it very easily. If pressed into battle, he uses his power word kill ability immediately against his closest opponent. Next, he unleashes a meteor storm, followed by a fireball, before finishing his spell-like abilities with a mass hold monster against as many foes as possible. Next he wades into battle with Grimfang and his array of natural attacks. When he finally becomes bored with the battle, he seeks to quickly end it by calling in other devils to finish off any remaining opponents. Should Alastor be in danger at any time, he uses his greater teleport to escape, remembering his foes for a later time, which he will invariably hunt down with a retinue of pit fiends and kill.
Str 43, Dex 27, Con 33, Int 28, Wis 30, Cha 26
Base Atk +40; CMB +57; CMD 83
Feats Alertness, Awesome Blow, Bleeding Critical, Cleave, Critical Focus (battleaxe), Diehard, Endurance, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (battleaxe), Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Persuasive, Power Attack, Quicken Spell-Like Ability (Power Word Stun, Fireball), Weapon Focus (battleaxe)
Skills Acrobatics +51, Bluff +51, Diplomacy +55, Disguise +51, Fly +49, Intimidate +55, Knowledge (arcana, local, religion) +49, Knowledge (planes) +52, Perception +57, Sense Motive +57, Spellcraft +49, Stealth +47, Survival +50
Languages Abyssal, Common, Celestial, Draconic, Giant, Ignan, Infernal, Terran; telepathy 100 ft.
Gear Grimfang
Environment any (Hell)
Organization solitary or retinue (Alastor plus 1d2 pit fiends)
Treasure Grimfang is a Large +3 unholy vorpal battleaxe. A creature subjected to the vorpal effects of Grimfang can only be returned to life by the casting of a miracle, wish, or a true resurrection spell (the last of which must be cast on consecrated ground).
Poison (Ex) Bite—injury; save Fort DC 41; frequency 1/round for 10 rounds; effect 2d6 Con damage; cure 3 consecutive saves. The save is Constitution-based.
Disease (Su) Devil Chills: Bite—injury; save Fort DC 41; onset immediate; frequency 1/day; effect 1d4 Str; cure 3 consecutive saves. The save DC is Constitution-based.
This entity stands at least 16 feet tall and its body is entirely cloaked in hellish red and yellow flames. Huge bat-like wings spread from its scaled body. Its arms end in clawed hands which hold a tight grip on a wickedly curved battleaxe of iron. Its eyes are black with red pupils and its mouth is filled with rows of fangs
Alastor resembles a pit fiend in appearance and stands 16 feet tall. He weighs roughly 1,000 pounds.
Alastor is thought to be related to, or in fact be, a pit fiend. Legends and stories told by the various rulers of Hell say he is in fact the first pit fiend; the one from which all others were spawned. Alastor has always existed as far as the arch-devils know; none can remember a time before he was there. Though stories say he was thrown down from Heaven when Lucifer and his court were cast down, Lucifer himself has denied such tales.
Alastor serves as Hell’s Executioner. He makes his lair deep within the confines of Asmodeus’s palace on the nethermost circle of Hell. He is loyal to none but Asmodeus, and his loyalty has never been in question. Those who have questioned his loyalty to Hell’s arch ruler usually find themselves on the wrong end of his axe.
Alastor takes great pride in his job and his blade never falters. When tasked with the execution of a traitor, prisoner, or simply someone Asmodeus has grown weary of, Alastor does the job, neat and clean every time. A mortal killed by his hands finds Hell to be a rather pleasant place compared to the eternal torture most endure once they fall to Alastor’s axe.
Copyright Notice Author Scott Greene

Devil, Ghaddar

Devil, Ghaddar
CR 16                                                                                                                XP: 76,800
LE Huge outsider (devil, evil, extraplanar, lawful)
Init +9; Senses darkvision 60 ft., detect good, see in darkness; Perception +4
AC 33, touch 13, flat-footed 28 (-2 size, +20 natural, +5 Dex)
HP 216 (16d12+112); regeneration 5 (good, silver)
Fort +14, Ref +15, Will +12
DR 10/good and silver; Immune fire, poison; SR 27; Resist acid 10, cold 10
Speed 30 ft.
Melee 2 claws +25 (2d6+11 plus grab), bite +25 (2d8+11 plus vorpal bite)
Space 15 ft., Reach 15 ft.
Special Attacks feed
Spell-Like Abilities (CL 16th) Constant—detect good At will—greater teleport (self plus 50 pounds of objects only), persistent image (DC 19), unholy aura (DC 22), wall of fire 3/day—fireball (DC 17), lightning bolt (DC 17) 1/day—summon (level 8, 2d10 lemures or 1d6 bearded devils 50%; or 1d6 barbed devils 35%; or 1 horned devil or ghaddar devil 20%)
During Combat A ghaddar assails its foes with a barrage of claw attacks. A grabbed opponent is bitten and, if slain, devoured. Ghaddar are not strategists, and unless directed by a commander or captain, they attack with little organization and finesse. The ferocity of the ghaddar is unparalleled in combat.
Str 33, Dex 21, Con 21, Int 12, Wis 14, Cha 18
Base Atk +16; CMB +29; CMD 44
Feats Alertness, Cleave, Great Cleave, Great Fortitude, Improved Initiative, Power Attack, Vital Strike, Weapon Focus (claw)
Skills Climb +11, Intimidate +4, Knowledge (planes) +1, Perception +4, Sense Motive +4, Stealth +5, Survival +2
Languages Common, Infernal; telepathy 100 ft.
Environment any (Hell)
Organization solitary or troupe (2–4)
Treasure none
Feed (Su) When a ghaddar slays a humanoid opponent, it can feed on the corpse, devouring both flesh and life force, as a full-round action. Feeding destroys the victim’s body and prevents any form of raising and resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle, or true resurrection spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic. A ghaddar advances in Hit Dice by consuming corpses in this fashion. For every three suitable corpses a ghaddar devours, it gains 1 Hit Die, and its Strength, Constitution, and natural armor increase by +1. Its attack bonus and saves improve as normal for an outsider of its Hit Dice, and it gains skill points, feats, and ability score improvements normally. The ghaddar only advances by consuming the corpses of creatures whose Hit Dice or levels are equal to or greater than its own current total.
Vorpal Bite (Ex) If a ghaddar scores a natural 20 on its attack roll with its bite attack and confirms the critical hit, it severs the foe’s head.
This massive creature stands almost three times as tall as a human and has the head of a donkey. It shuffles with a hunched gait as it moves. Large downward-curving horns protrude from its head. Its body is covered with blackish hair. Its feet are splayed and its eyes are stark white with hollow black pupils.
A typical ghaddar stands 15 feet tall and weighs 6,000 pounds.
The terrible and mighty ghaddars roam the planes of Hell devouring the unfortunate souls of those they encounter. They also consume the essence and being of any outcast devils and dukes that cross their path.
Copyright Notice Author Scott Greene.

Devil, Flayer (Marzach)

Devil, Flayer (Marzach)
CR 11                                                                                                     XP: 12,800
LE Large outsider (devil, evil, extraplanar, lawful)
Init +2; Senses darkvision 60 ft., detect good; Perception +21
AC 27, touch 11, flat-footed 25 (-1 size, +16 natural, +2 Dex)
HP 174 (12d10+108); regeneration 5 (good, silver)
Fort +13, Ref +10, Will +10
DR 10/good and silver; Immune fire, poison; SR 22; Resist acid 10, cold 10
Speed 40 ft.
Melee 2 claws +20 (1d8+9/19-20), bite +20 (2d6+9)
Space 10 ft., Reach 10 ft.
Special Attacks flensing, unholy burst
Spell-Like Abilities (CL 12th) Constant—detect good At will—greater teleport (self plus 50 pounds of objects only), scorching ray 1/day—wall of fire, unholy aura (DC 20)
During Combat Flayer devils are ferocious in battle, employing simple, brutal tactics. Given the chance, they always make a full attack, striking with both claws and a bite attempting to rip an opponent’s flesh from its bones. On rounds they do not attack with their natural weapons, they release an unholy burst to sicken those around them before striking again with claws and bite.
Str 29, Dex 15, Con 29, Int 14, Wis 14, Cha 14
Base Atk +12; CMB +22; CMD 34
Feats Alertness, Cleave, Improved Critical (Claw), Power Attack, Weapon Focus (Bte. Claw)
Skills Climb +24, Escape Artist +17, Intimidate +17, Knowledge (planes) +17, Perception +21, Sense Motive +21, Stealth +13, Survival +17
Languages  Common, Ignan, Infernal; telepathy 100 ft.
Environment any (Hell)
Organization gang (2–4) or pack (6–11)
Treasure standard
Unholy Burst (Su) Three times per day, a flayer devil can release a burst of hellish black vapor in a 30-foot radius. Those caught within the area must succeed at a DC 25 Fortitude save or be sickened for 1d6 rounds. Additionally, good-aligned creatures suffer 3d6 points of unholy damage from the vapors if they fail their save. The save DC is Constitution-based.
Flensing (Ex) A flayer devil that scores a critical hit with a claw attack rips the flesh from its opponent’s body. This attack deals 1d3 points of Constitution damage.
This hulking brute has leathery, crimson skin, and a large mouth filled with razor-sharp teeth. Large, round horns protrude from the sides of its head. Its hands and feet end in claws, and its eyes are slitted and bronze.
The typical flayer devil stands 13 feet tall and weighs in excess of 800 pounds.
Flayer devils are employed by several arch-devils as trackers and hunters because of their brutal and sadistic mindset. These nightmarish creatures delight in catching their prey and ripping the flesh from their bones. The flesh is devoured and the bones cast aside. Many of these brutes served under Lucifer and were ousted with him when Asmodeus cast him out of Hell. They now reside in Infernus where they perfect their craft against those that stumble into the fiery realm. Others can still be found roaming the Hells. Flayer devils sometimes hunt weaker devils, such as bearded devils, hellstokers (see their entry in this book), and lemures, the latter of whose flesh they thoroughly enjoy.
Copyright Notice Author Scott Greene.

Devil, Blood Reaver (Garugin)

Devil, Blood Reaver (Garugin)
CR 8                                                                                                                 XP: 4,800
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +2; Senses darkvision 60 ft., see in darkness; Perception +14
Aura siphoning aura (Fort DC 19)
AC 24, touch 12, flat-footed 22 (+2 Dex, +12 natural)
HP 94 (9d10+45); regeneration 5 (good, silver)
Fort +8, Ref +8, Will +8
DR 10/good; Immune fire, poison; SR 19; Resist acid 10, cold 10
Speed 40 ft.
Melee barbed dire flail +16/+11 (2d6+9/19–20 plus stun) or 2 claws +15 (2d6+6)
Spell-Like Abilities (CL 12th) At will—greater teleport (self plus 50 pounds of objects only), invisibility (self only), wall of fire 1/day—lightning bolt (DC 15), summon (level 6, 2d10 lemures 50% or 1 blood reaver 35%)
During Combat In combat, they attack with their barbed flails, relentlessly hammering away at their enemies and freely unloading with walls of fire to separate allies from one another. Being immune to fire, the blood reaver simply walks through the wall and attacks the creature standing on the other side.
Str 23, Dex 15, Con 21, Int 14, Wis 14, Cha 14
Base Atk +9; CMB +15; CMD 27
Feats Cleave, Great Cleave, Improved Critical (barbed dire flail), Power Attack, Weapon Focus (barbed dire flail)
Skills Bluff +14, Diplomacy +14, Intimidate +14, Knowledge (planes) +14, Perception +14, Sense Motive +14, Stealth +14, Survival +14
Languages Abyssal, Common, Infernal; telepathy 100 ft.
Gear barbed dire flail
Environment any (Hell)
Organization solitary, team (2–4), or squad (5–9)
Treasure standard
Siphoning Aura (Su) Blood reavers can radiate an aura in a 20-foot radius as a free action that causes a creature to bleed from its mouth, nose, eyes, and ears. Affected creatures must succeed on a DC 19 Fortitude save each round or take 1 point of Constitution damage from blood loss. The save DC is Constitution-based.
Stun (Su) Whenever a blood reaver hits with a dire flail attack, the opponent must succeed on a DC 20 Fortitude save or be stunned for 1 round. The save DC is Strength-based. This ability is a function of the blood reaver, not the dire flail.
This tall reddish-bronze colored humanoid has leathery flesh and gleaming, gold eyes. Its hands end in blood-stained claws, and a long snake-like and forked tail trails behind it. The smell of fresh blood hangs in the air. It wields a wicked dual-headed flail.
A blood reaver stands 8 feet tall and is never without its special barbed dire flail. The heads are wickedly crafted with oversized and strongly curved barbs so they do as much tissue damage as possible when they hit.
Blood reavers, also known as garugins, are dangerous and vile creatures that stalk the Hells searching for mortal plane jumpers. They believe no living mortal has the right to step into Hell; the only mortals that should be in Hell are the ones whose souls are corrupted in the afterlife or evil mortals that deserve to be there through actions and sins committed while still alive. All other mortals are trespassers and should be dealt with accordingly.
Blood reavers have a neutral relationship with most other devils; they can take them or leave them. They do seem to have a good rapport with bone devils, perhaps because the wicked bone devil is just as evil and corrupt as they are or perhaps because the bone devil shows no mercy when dispatching an enemy.
Blood reavers despise mortals and attack them on sight. They prefer to hide or stand nearby while invisible and let their siphoning aura drain a person of its blood, though the telltale sign that something is wrong is when the victim’s eyes, ears, nose, and mouth begin to bleed for no apparent reason.
Copyright Notice Author Scott Greene.

Devil, Amaimon

Devil, Amaimon
CR 8                                                                                                         XP: 4,800
LE Large outsider (devil, evil, extraplanar, lawful)
Init +4; Senses darkvision 60 ft.; Perception +16
Aura  fear (10 ft., Will DC 15)
AC 23, touch 13, flat-footed 19 (-1 size, +10 natural, +4 Dex)
HP 94 (9d10+45); regeneration 5 (good, silver)
Fort +8, Ref +10, Will +8
DR 10/silver;; Immune fire, poison; SR 19; Resist  acid 10, cold 10;
Speed 30 ft.
Melee 2 claws +15 (1d8+7), bite +15 (2d6+7)
Space 10 ft., Reach 10 ft.
Special Attacks breath weapon (40-ft. cone, 4d6 fire plus 2d6 Con, Reflex DC 21, usable 1d4 rounds)
Spell-Like Abilities (CL 10th) At will—greater teleport (self plus 50 pounds of objects only), major image (DC 14), protection from good, wall of fire (DC 15) 1/day—summon (level 4, 2d10 lemures 50% or 1 amaimon 35%)
During Combat An amaimon ruthlessly attacks any creatures it encounters. It begins combat with its breath weapon seeking to engulf as many of its opponents within the area as possible. It always enters combat against good-aligned foes with its protection from good in effect raking with its claws and gnashing with its bite. If the battle turns against the amaimon it summons a horde of lemures or another amaimon to its aid.
Str 24, Dex 18, Con 21, Int 14, Wis 14, Cha 12
Base Atk +9; CMB +17; CMD 31
Skills Acrobatics +13, Bluff +15, Diplomacy +13, Disguise +3, Intimidate +13, Knowledge (planes) +14, Perception +16, Sense Motive +16, Survival +14
Languages Common, Draconic, Infernal; telepathy 100 ft.
Environment any (Hell)
Organization solitary, pair, or gang (2–4)
Treasure standard
This massive creature stands nearly 10 feet tall and looks like a bloated, squat humanoid with scarlet flesh. It has a long curved and forked tail, clawed hands and feet, and a round, squashed head with two small horns just above its sapphire-colored eyes.
An amaimon stands about 9 feet tall and weighs about 700 pounds.
Amaimons are wicked and cruel diabolic creatures that take great pleasure in the torture and slaying of other creatures. For this, they are often found serving as inquisitors and “information extractors” under the various dukes of Hell. Their methods of torture vary from amaimon to amaimon but include both standard torture methods (racks, screws, weights) and exotic torture methods (capturing their fiery poisonous breath weapon in vials and injecting it into the bloodstream of a living creature, for example). Amaimons care little for other creatures, including their own kind. They are completely self-absorbed, selfish, and evil.
Copyright Notice Author Scott Greene.

Demon Lord, Tsathogga (The Frog God)

Demon Lord, Tsathoggua (The Frog God)
CR 30                                                                                                               XP: 9,830,400
CE Colossal outsider (aquatic, chaotic, demon, evil, extraplanar)
Init +4; Senses darkvision 60 ft., true seeing; Perception +59
Aura unholy aura (DC 25)
AC 52, touch 19, flat-footed 48 (-8 size, +33 natural, +6 dodge, +7 deflection, +4 Dex)
HP 1071 (42d20+630)
Fort +38, Ref +18, Will +29
DR 25/cold iron and good; Immune acid, electricity, poison; SR 41; Resist cold 10, fire 10
Speed 40 ft., swim 20 ft.
Melee bite +50 (4d8+15/19–20 plus 2d8 acid), 2 claws +65 (2d8+30 plus 2d8 acid)
Ranged tongue +39 (grab plus 2d8 acid) (40 ft. range)
Space 30 ft., Reach 20 ft.
Special Attacks acidic hide, blasphemous croak, seeping darkness, swallow whole (5d6 acid damage, AC 26, 86 hp)
Spell-Like Abilities (CL 30th) Constant—true seeing, unholy aura (DC 25) At will—acid cone (DC 22, as cone of cold, but deals acid damage), acid sphere (DC 19, as flaming sphere, but deals acid damage), blasphemy (DC 24), blight (DC 22), desecrate, detect good, detect law, detect magic, detect thoughts (DC 19), fear (DC 21), greater dispel magic, greater teleport (self plus 50 pounds of objects only), polymorph, telekinesis (DC 22), tongues (self only), unhallow, unholy blight (DC 21), water breathing 3/day—contagion (DC 21), summon (level 9, 3d4 greruors, 1d4 mariliths, 1d4 nalfeshnees, or 1d2 balors 100%) 1/day—acid fog, enervation, summon (level 9, up to 84 HD of oozes, tsathar, giant frogs, or froghemoths 100%)
Spells Prepared (CL 20th)
  9th-Astral Projection, Mass Hold Monster (DC 25), Soul Bind (DC 25), Wail of the Banshee (DC 25)
  8th-Antipathy (DC 24), Horrid Wilting (DC 24), Power Word Stun, Symbol of Insanity (DC 24)
  7th-Insanity (DC 23), Power Word Blind, Spell Turning, Summon Monster VII
  6th-Antimagic Field, Acid Fog, Circle of Death (DC 22), Disintegrate (DC 22), Wall of Iron (DC 22)
  5th-Cloudkill (DC 21), Dominate Person (DC 21), Feeblemind (DC 21), Magic Jar (DC 21), Transmute Rock to Mud (DC 21)
  4th-Bestow Curse (DC 20), Contagion (DC 20), Dimensional Anchor, Ice Storm, Shout (DC 20)
  3rd-Arcane Sight, Hold Person (DC 19), Lightning Bolt (DC 19; x2), Rage
  2nd-Acid Arrow, Arcane Lock, Blindness/Deafness (DC 18), Blur (DC 18), Mirror Image, Misdirection (DC 18)
  1st-Chill Touch (DC 17), Grease (DC 17), Jump, Protection from Good, Sleep (DC 17; x2)
  0th-Acid Splash, Daze (DC 16), Flare (DC 16), Touch of Fatigue (DC 16)
Str 41, Dex 18, Con 40, Int 23, Wis 22, Cha 24
Base Atk +42; CMB +65; CMD 92
Skills Bluff +52, Diplomacy +52, Intimidate +52, Knowledge (arcana, history) +48, Knowledge (planes, religion) +51, Perception +59, Sense Motive +51, Spellcraft +48, Survival +51, Swim +68
  Racial Modifiers +8 Perception
Languages Aquan, Abyssal, Common, Giant, Infernal, Terran; telepathy 100 ft.
SQ amphibious, planar omniscience
Environment  any (Abyss)
Organization  solitary or troupe (Tsathogga plus 1–2 nalfeshnees, 1–4 greruors, and 4–12 abyssal dire frogs)
Treasure triple standard
Acidic Hide (Ex) Tsathogga’s demonic form constantly oozes and drips acid. Creatures attacking Tsathogga unarmed or with natural weapons take 2d8 points of acid damage each time one of their attacks hits. Any weapon striking Tsathogga’s acidic body likewise takes acid damage.
Blasphemous Croak (Su) Three times per day, Tsathogga can unleash a piercing croak that affects all non-evil creatures within a 100-foot radius as if by a blasphemy spell (CL 20th). There is no save against the effects.
Seeping Darkness (Su) As a free action, Tsathogga can billow forth a cloud of thick, dark fog from his skin. This fog spreads to fill a 50-foot radius, 50 feet high. The darkness generated by the cloud nullifies nonmagical lights and magical lights of 5th level or lower within the area. Furthermore, all creatures in the area gain concealment, including those that can normally see in such darkness, tough Tsathogga is able to see normally in it. Light descriptor spells of 5th level or lower (such as daylight, dancing lights, and light) are incapable of brightening the area. This cloud remains for 10 minutes before dispersing. A strong wind (21+ mph) disperses the cloud in 4 rounds; a severe wind (31+ mph) disperses the cloud in 1 round. Tsathogga cannot use this ability underwater. Once the cloud disperses, Tsathogga can issue a new one if he desires.
This massive creature appears to be a gigantic frog no less than 60 feet long. Its body is covered in warts and sores, and each oozes putrid, yellowish mucus. Its eyes are red and glow with an inherent evil. The creature’s massive mouth sports rows of sharpened teeth, each at least as long as a sword.
Tsathogga is 60 feet long and 40 feet tall. He weighs about 200 tons.
This foul frog-demon cares less about the machinations of men and power than he does about obliterating light and life with the slow oozing sickness and decay that he represents. He is the viscous dark evil bubbling up from beneath the surface, the foul corruption at the heart of the earth. Tsathogga makes his home on both Tarterus and the Abyss, spending equal amounts of time in both places. His lair is a vast swamp of filth deposited by the River Styx as it flows between the two planes.
Tsathogga’s main form is of a colossally-bloated humanoid frog with spindly, elongated limbs and fingers. His corpulent body exudes all manner of foul oils and fluids, which leak into the vile swamp in which he lies. He has positioned himself so that all of the slime and filth from the River Styx feeds into his gaping, toothy maw. He rarely moves and rarely speaks other than to emit an unintelligible shrieking. Tsathogga thoughtlessly commands a host of evil creatures, notably his own vile frog race, the tsathar (see that entry in this book).
Tsathogga prefers to avoid direct combat simply because he usually has better things to do than waste time killing the latest group of would-be demon killers. If threatened or attacked, he usually summons his minions to battle his opponents. If Tsathogga does enter combat, he almost always begins by striking the nearest opponent with his tongue, pulling that foe in and swallowing him. If he is near the muck and filth that permeates his home plane, he likes to dive or bury himself underneath it so if a swallowed opponent does manage to cut his way out of Tsathogga’s gullet, he usually drowns or suffocates before he sees daylight again.
Servants of Tsathogga
Followers of Tsathogga are the tsathar and some few evil and vile humans or giants. He has few other worshippers, though it is rumored that an evil cult of sahuagin worships him on the Material Plane. Devout followers of Tsathogga are called Lords of the Gaping Maw and must sign a pact of evil with Tsathogga. Lords of the Gaping Maw receive spells from Tsathogga and are granted access to two of the following domains: Chaos, Destruction, Evil, and Water.
Copyright Notice Authors Scott Greene and Bill Webb

Demon Lord, Sonechard (General of Orcus)

Demon Lord, Sonechard (General of Orcus)
CR 21                                                                                                               XP: 409,600
CE Large outsider (Chaotic, Evil, Extraplanar)
Init +5; Senses Darkvision 60 ft., telepathy 100 ft.,; Perception +41
AC 10, touch 10, flat-footed 9 (-1 size, +1 Dex)
HP 17 1d8+12
Fort +25, Ref +19, Will +21
DR 20/cold iron and good; Immune electricity and poison; SR 29; Resist acid 10, cold 10 and fire 10
Speed 40 ft., fly 80 ft. (good)
Melee +4 unholy heavy pick of wounding +38/+33/+28/+23/+18 (1d8+17), claw +29 (1d8+6) or 2 claws +34 (1d8+13)
Space 10 ft., Reach 10 ft.
Special Attacks Control undead, spell-like abilities, stench, summon demons, summon undead, undead master
Spell-Like Abilities At will—animate dead, blasphemy (DC 26), create undead, death knell (DC 21), detect magic, detect good, desecrate, greater dispel magic, greater teleport (self plus 50 pounds of objects only), power word stun, suggestion (DC 22), telekinesis (DC 24), tongues (self only), unhallow, unholy aura (DC 27), unholy blight (DC 23), wall of fire; 3/day—create greater undead, fireball (DC 22); 1/day—circle of death (DC 25), destruction (DC 26). Caster level 20th. The save DCs are Charisma-based.
Before Combat Sonechard is almost always encountered with a large number of demons or undead at his side. When he enters battle, he usually unleashes a fireball at his foes immediately, and then follows it up with a circle of death effect or a suggestion. Dying creatures are subjected to his death knell spell-like ability and then raised via animate dead. Should Sonechard find himself on the losing end of a battle, he does not hesitate to retreat, covering his escape with summoned or created undead and demons. A defeat is not forgotten—or forgiven. He remembers his opponents, and sends his troops to exterminate them at first chance, bringing their carcasses to his keep where he grinds their remains into a fine powder and gives it to his servants to be used to spice up the keep’s foodstuffs. Sonechard’s natural weapons, as well as any weapons he wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Str 37, Dex 13, Con 34, Int 26, Wis 26, Cha 28
Base Atk +22; CMB +36; CMD 47
Feats Cleave, Combat Casting, Combat Expertise, Great Cleave, Improved Initiative, Improved Sunder, Power Attack, Weapon Focus (Heavy Pick)
Skills Acrobatics +31, Bluff +34, Climb +38, Diplomacy +42, Intimidate +38, Knowledge (arcana) +33, Knowledge (planes) +33, Perception +41, Sense Motive +33, Spellcraft +37, Survival +41, Use Magic Device +33
  Racial Modifiers +8 on Perception
Languages Abyssal, Celestial, Common, Draconic, Giant, Goblin, Ignan, and Infernal, and Terran.
Gear Sonechard’s +4 heavy pick is imbued with the unholy and wounding special qualities. The unholy special quality makes the  weapon evil-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of good alignment. It bestows one negative level on any good creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Further, this weapon deals 1 point of Constitution damage from blood loss when it hits a creature. A critical hit does not multiply the Constitution damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage dealt by this weapon.
Environment the Abyss
Organization Solitary or troupe (Sonechard plus 1-4 wraiths or spectres, 2-16 shadows, and 2-20 skeletons or zombies)
Treasure Double standard, plus +4 unholy heavy pick of wounding
Stench (Ex) Sonechard’s form secretes a nauseating odor that emanates from him to a range of 20 feet. All living creatures within 20 feet of Sonechard must succeed on a DC 33 Fortitude save or be nauseated for 10 rounds. The save DC is Constitution-based. Creatures that successfully save take a –2 penalty on attack rolls for 1 hour and cannot be affected again by his stench for one day. A delay poison or neutralize poison spell removes the effect from the nauseated creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
Summon Demons (Sp) Once per day, Sonechard can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezus, marilith or balor. This ability is the equivalent of a 9th level spell.
Summon Undead (Sp) This ability allows Sonechard to create a maximum of 50 HD of undead with a single use of animate dead. If used in conjunction with desecrate, he can create 100 HD of undead with a single use.
This ram-headed humanoid appears to be at least as twice as tall as a human and has leathery grey skin. Large, curved horns, the left one broken off midway from its starting point, jut from its head. Two large bat-like wings spread from his shoulders. The creature’s body is covered in thick, dark hair. Portions of the hair are torn away in areas revealing masses of battle-born scars and damage.
Sonechard stands 14 feet tall and weighs about 3,500 pounds.
Sonechard is a General in the infernal armies of Orcus and serves him—at least to all onlookers—with unswerving loyalty. He has countless numbers of demons and undead at his command. Though his true loyalty lies only to himself, he would never openly refuse a request by Orcus nor challenge his position as Prince of the Undead. Should the day come when Orcus weakens, Sonechard plans to be there to claim what he believes is rightfully his.
Sonechard makes his home in a large castle that sits atop a plateau of scorched earth surrounded by a moat of blood. The walls are constructed of bone and sinew, and it is said that the souls of those who cross him are entombed within.
Copyright Notice Author Scott Greene

Demon Lord, Maphistal (Second of Orcus)

Demon Lord, Maphistal (Second of Orcus)
CR 21                                                                                                                XP: 409,600
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +42
Aura unholy aura (DC 26)
AC 39, touch 24, flat-footed 32 (-1 size, +15 natural, +8 deflection, +7 Dex)
HP 350 (20d12+220)
Fort +25, Ref +13, Will +21
DR  20/cold iron and good; Immune electricity, poison; SR 32; Resist acid 10, cold 10, fire 10
Speed 40 ft., fly 80 ft. (good)
Melee +3 unholy crushing heavy mace +35/+30/+25/+20 (2d6+16 plus bone knit) or 2 claws +32 (1d6+13), bite +32 (1d8+13 plus disease)
Space 10 ft., Reach 10 ft.
Spell-Like Abilities (CL 20th) Constant— unholy aura (DC 26) At will—animate dead, blasphemy (DC 25), create undead, detect magic, detect good, desecrate, greater dispel magic, greater teleport (self plus 50 pounds of objects only), power word stun, suggestion (DC 21), telekinesis (DC 23), tongues (self only), unhallow, unholy blight (DC 22) 3/day—create greater undead 1/day—circle of death (DC 24), fire storm (DC 26), summon (level 9, 4d10 dretches, 1d4 hezrous, 1 nalfeshnee, 1 glabrezu, 1 marilith, or 1 balor 100%), summon undead (level 9, 3d10 zombies or skeletons, 2d6 ghouls, 2d4 ghasts, 1d6 wraiths, 1d6 wights, or 1d4 spectres 100%)
During Combat Maphistal is rarely, if ever, encountered alone, and usually has a retinue of undead with him. When he enters combat, he usually opens with his spell-like abilities, immediately using his circle of death ability to affect as many targets as possible. In melee, he batters an opponent with his mace. An opponent whose skull is destroy (and who is therefore slain) or an opponent brought to Dexterity 0 (and not rescued by his comrades) is carried back to the Keep of Bones where it is transformed into an undead creature or becomes part of the Keep itself.
Str 36, Dex 25, Con 33, Int 25, Wis 25, Cha 26
Base Atk +20; CMB +34; CMD 59
Skills Bluff +35, Diplomacy +31, Disguise +32, Fly +32, Intimidate +31, Knowledge (arcana, nobility) +27, Knowledge (planes) +30, Perception +42, Sense Motive +34, Spellcraft +30, Stealth +26, Use Magic Device +31
  Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common, Draconic, Giant, Goblin, Ignan, Infernal; telepathy 100 ft.
Gear Vox
Environment any (Abyss)
Organization solitary or troupe (Maphistal plus 2–16 skeletons and zombies and 1–4 wights or 1–4 spectres and 1–8 wraiths)
Treasure Vox: Maphistal’s unique weapon is a +3 unholy crushing heavy mace. The crushing special quality crushes the skulls of those it strikes. Upon a successful critical hit, the weapon crushes the opponent’s skull (if it has one) instantly killing the target. Some creatures, such as many aberrations and all oozes, have no skulls, others, such as golems and incorporeal undead, are not affected by the crushing special quality. Most other creatures, however, die when their skull is crushed.
Bone Knit (Su) Each time a living creature is hit by a weapon wielded by Maphistal, it must succeed on a DC 25 Fortitude save or take 1d4 points of Dexterity damage as its bones fuse together. Creatures without bones or skeletal structures (such as oozes and plants) are immune to this effect.
Disease (Ex) Demon Fever: Bite—injury; save Fort DC 31; onset 1day, frequency 1 day, effect 1d6 Con damage and target must make a second Fort save or 1 point of the damage is Con drain instead, cure 2 consecutive saves.
A stinking aura of death and decay lingers in the air around this feral-looking humanoid. Two great horns protrude upward from its oval head. Huge leathery, bat-like wings sprout from its shoulders, and its lower torso sports two massive legs that end in soot-colored hooves. Short, coarse black hair covers its entire body, except its face and clawed hands.
Maphistal stands 9 feet tall and weighs 700 pounds.
Maphistal is a lieutenant in the employ of Orcus, Demon Prince of the Undead. He makes his home on a stinking, smoldering Abyssal plane where he commands his troops from his great castle, Maalstege (The Keep of Bones—so called because it is believed to be constructed from the skeletal remains of those slain by Maphistal). He is loyal to no one but Orcus. He does not trust Sonechard, the General of Orcus’s undead legions, and seeks to discredit him at any opportunity, though he does not do this openly for fear of rebellion by his troops or punishment by Orcus. His machinations against Sonechard are primarily through his agents and spies in Sonechard’s camps.
Credit
Maphistal first appeared in the Necromancer Games module R3 Rappan Athuk 3: The Lower Levels (©2002, Necromancer Games, Inc.).
Copyright Notice Author Scott Greene.

Demon Lord, Caizel (Deposed Queen of Succubi)

Demon Lord, Caizel (Deposed Queen of Succubi)
CR 16                                                                                                            XP: 76,800
CE Medium humanoid (chaotic, demon, evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +40
AC 36, touch 24, flat-footed 30 (+12 natural, +8 deflection, +6 Dex)
HP 225 (18d12+108)
Fort +17, Ref +14, Will +20
DR 15/cold iron and good; Immune electricity, poison; SR 27; Resist acid 10, cold 10, fire 10
Speed 40 ft., fly 60 ft. (good)
Melee +2 dagger +27/+22/+17/+12 (2d4+8/19–20) or 2 claws +25 (1d6+6) or melee touch +24 (touch of ecstasy)
Special Attacks poison
Spell-Like Abilities (CL 20th) At will—charm monster (DC 26), darkness, desecrate, detect good, detect law, detect thoughts, doom (DC 19), ethereal jaunt (self plus 50 pounds of objects only), greater teleport (self plus 50 pounds of objects only), read magic, suggestion (DC 21), tongues (self only) 3/day—greater dispel magic, protection from good, unholy blight (DC 22 partial), wall of fire 1/day—magic circle against good, mirror image, summon (level 9, 1d6 succubi or 1d2 hezrous 100% or 1d4 chaaors 70%)
During Combat Caizel tries to avoid melee combat if possible, preferring to use her skills and abilities against a lone target that she can easily manipulate and control. If forced into combat, she immediately uses her summon demons ability to summon a pack of hezrous to her aid. After summoning her demonic allies, she throws up a protection from good or magic circle against good and uses her wall of fire ability against her aggressors. In battle, she uses her touch of ecstasy ability to disable opponents and then finishes them off with a kiss or allows her comrades to finish them off. If combat is going against her, she uses her ethereal jaunt or greater teleport to escape.
Str 23, Dex 22, Con 23, Int 25, Wis 25, Cha 27
Base Atk +18; CMB +24; CMD 48
Feats Alertness, Blind-Fight, Combat Reflexes, Deceitful, Flyby Attack, Iron Will, Lightning Reflexes, Weapon Focus (Claw, Dagger)
Skills Bluff +33, Diplomacy +29, Disguise +33, Escape Artist +27, Fly +31, Intimidate +26, Knowledge (planes) +28, Perception +40, Perform (act) +26, Perform (dance) +29, Sense Motive +32, Stealth +27, Survival +25
  Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common, Infernal, Sylvan, Undercommon; telepathy 100 ft.
Gear Bonerazor
Environment any (Abyss)
Organization solitary or troupe (Caizel plus 2–5 succubi)
Treasure Bonerazor: Bonerazor is a finely crafted and perfectly balanced +2 dagger. Because of its expert craftsmanship it deals 2d4 points of damage on a successful hit. Additionally, a creature hit must make a DC 25 Fortitude save or be held (as by a hold person spell, CL 20th). The creature can make a new save each round to escape. A creature remains held as long as Bonerazor remains embedded in its body or until it makes a successful Fortitude save. So long as Caizel is within 50 feet of it, she can command the dagger to return to her hand as a free action.
Poison (Ex) Caizel’s body courses with a virulent poison that she can intensify or suppress at will. It is not secreted through her skin (therefore her touch is not poisonous); rather it is delivered through the exchange of body fluids with another creature (kissing, consummating an encounter, etc.). If a target is not willing to be kissed, she must start a grapple to do so.
Caizel's Poison (Su) Kiss—contact; save Fort DC 25; frequency 1/round for 6 rounds; effect 1d8 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Touch of Ecstasy (Su) Once per round, by making a melee touch attack against a foe, Caizel can flood the creature’s mind with the most pleasurable images it can conjure if it fails a DC 25 Will save. This effect stuns the creature for 1d4 rounds while its mind processes the information. A creature that successfully saves cannot be affected by Caizel’s touch of ecstasy for one day. The save DC is  constitution-based. Caizel can suppress this ability at will.
This astonishingly beautiful creature stands about 6 feet tall. Her skin is copper in color and her eyes are blue-green. She has long raven-black hair and her hands end in sharpened claws. She is clad in a robe of gold.
Caizel is an astonishing beautiful creature standing just under 6 feet tall. Her skin is delicate, soft, and copper in color. Her eyes are blue-green. Two tiny horns are hidden beneath her long, raven-black hair. Her hands, while clawed, are shapely and delicate. Small leather wings protrude from her back, but she usually keeps these hidden beneath her robes and gowns. Caizel prefers clothes of gold, silver, sapphire, or black.
Caizel is an exquisitely beautiful demoness known throughout the planes for her ability to seduce just about any being she desires. Many dukes of Hell and lords of the Abyss have fallen prey to her; some have met their demise at her hands as well. She was once the concubine of a demon lord (some say it was Kostachard) and self-styled Queen of the Succubi, but he grew displeased with her after she killed several of his other concubines and targeted her for death. She fought back and managed to slay the demon lord before making her escape. She now resides on her own and serves no one, though she does often sell her services to a demon prince or lord who wishes to employ her for some scheme or plot.
Caizel detests Beluiri and would like nothing more than to destroy her. Likewise, Beluiri would like to see Caizel gone once and for all. Beluiri once worked with Caizel on a mission to seduce a powerful demon prince. When the ruse was discovered, Beluiri betrayed Caizel; leaving her to the devices of the prince and his fiendish minions. Thinking her gone, Beluiri began calling herself “The Temptress” and touted herself as the seductress of the lower planes. Since Caizel’s return, she has attempted to reclaim that title and now seeks revenge against Beluiri.
Copyright Notice Author Scott Greene.

Demon Lord, Beluiri (The Temptress)

Demon Lord, Beluiri (The Temptress)
CR 15                                                                                                        XP: 51,200
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +7; Senses darkvision 60 ft., true seeing; Perception +38
AC 41, touch 26, flat-footed 33 (+1 dodge, +15 natural, +7 Dex, +7 deflection)
HP 200 (16d12+96)
Fort +16, Ref +14, Will +17
DR 15/cold iron and good; Immune electricity, poison; SR 26; Resist acid 10, cold 10, fire 10
Speed 40 ft.
Melee 2 claws +22 (1d6+6 plus poison)
Special Attacks dominating gaze, seduction
Spell-Like Abilities (CL 20th) Constant—true seeing At will—blasphemy (DC 24), charm monster (DC 21), deeper darkness, desecrate, detect good, detect law, fear (DC 21), greater teleport (self plus 50 pounds of objects only), polymorph self, tongues (self only), unhallow 3/day—greater dispel magic, suggestion (DC 20), wall of fire 1/day—fire storm (DC 24), wail of the banshee (DC 26), summon (level 9, 1d4 hezrous or 1d4 gharros demons, 100%)
During Combat Beluiri prefers subterfuge rather than directly assaulting an opponent. She usually alters her appearance to appear as an attractive member of a potential victim’s race; once the victim is lured in, she assumes her true form and attacks. If combat goes against her, she flees, but only after summoning lesser demons to cover her escape and kill her opponents.
Str 22, Dex 24, Con 22, Int 20, Wis 20, Cha 24
Base Atk +16; CMB +22; CMD 47
Feats Ability Focus, Alertness, Blind-Fight, Combat Reflexes, Deceitful, Dodge, Iron Will, Lightning Reflexes
Skills Acrobatics +18, Bluff +30, Diplomacy +26, Disguise +27, Escape Artist +18, Intimidate +26, Knowledge (arcana) +21, Knowledge (planes) +24, Perception +38, Sense Motive +30, Stealth +26, Survival +21
  Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common, Goblin, Infernal
Environment any (Abyss)
Organization solitary or troupe (Beluiri plus 1d4 hezrous or 1d4 gharros demons)
Treasure double standard
Dominating Gaze (Su) Three times per day, 30 feet, DC 25 Will save or dominated as per the dominate person spell (CL 20th). The save DC is Charisma-based.
Poison (Ex) Claw—injury; save Fort DC 24; frequency 1 round for 4 rounds; effect 1d4 Str damage; cure 2 consecutive saves. The save DC is Constitution-based.
Seduction (Su) Through body language and movement, Beluiri can fascinate all creatures of the opposite sex (which could be either sex, depending on her current form) within 30 feet that observe her dancing. Those viewing this dance must succeed on a DC 27 Will save or fall under her influence for 1d6+1 hours as if affected by a charm monster spell (CL 20th). The save DC is Charisma-based and includes a +2 bonus from her Ability Focus feat.
This creature appears as a bronze-skinned female standing about 6 feet tall. Its head is hairless and features four downward-curving horns jutting just above its forehead. The two lower horns are smaller than the topmost horns. A ridge of small spines runs from the creature’s brow down the center of its head and tapers off just below its shoulder blades. Its hands end in razor-sharp talons and its eyes are sapphire blue.
Beluiri rarely wears clothing, but at times when she does, she enjoys gowns and robes of gold, white, and red.
Beluiri is one of the many concubines of Lord Baphomet (and one of his favorites). She is known throughout the Abyss as the Temptress, for in her many disguises she has seduced countless princes, lords, and generals of the Abyss. In the end, she most often betrays those that fall victim to her wiles. She is hated for this by more than one noble or lord of the Abyss. She sometimes journeys to the Material Plane (in one of her many guises) to tempt and seduce mortals, for she knows that all mortals, in their hearts, always give in to their true desires—be it power, greed, lust, or one of many countless other sins.
Copyright Notice Author Scott Greene

Demon, Stirge

Demon, Stirge
CR 10                                                                                                     XP: 9,600
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +3; Senses darkvision 60 ft.; Perception +21
Aura drone (60 ft., DC 20). fear (20 ft., DC 16)
AC 23, touch 12, flat-footed 20 (-1 size, +11 natural, +3 Dex)
HP 92 (8d10+48)
Fort +12, Ref +9, Will +6
DR 10/good; Immune electricity and poison; SR 21; Resist acid 10, cold 10, fire 10
Speed 30 ft.
Melee 2 claws +13 (1d8+6 plus 1d4 bleed), bite +13 (2d6+6 plus blood drain)
Space 10 ft.
Special Attacks blood drain (1d4 Constitution), drone, wounding
Spell-Like Abilities (CL 10th) At will—darkness, dispel magic, greater teleport (self plus 50 pounds of objects only), see invisibility, telekinesis (DC 17) 1/day—summon (level 4, 2d8 dretches or 1 stirge demon 35%)
During Combat Stirge demons enter combat and attempt to drone as many of their opponents to sleep as they can. Creatures that resist are attacked with claws and bite. Once the stirge demon has droned all its opponents to sleep, or they have fled, it feasts on any sleeping creatures, draining their blood. If outnumbered or overmatched, a stirge demon does not engage an enemy. If confronted by foes more powerful than it, the stirge demon uses its greater teleport to escape.
Str 22, Dex 17, Con 23, Int 14, Wis 14, Cha 15
Base Atk +8; CMB +15; CMD 28
Feats Blind-Fight, Cleave, Iron Will, Power Attack
Skills Bluff +10, Climb +18, Escape Artist +11, Fly +16, Intimidate +13, Knowledge (planes) +10, Perception +21, Stealth +10, Survival +21
  Racial Modifiers +8 Climb, +8 Perception
Languages Abyssal, Common, Undercommon; telepathy 100 ft.
Environment any (Abyss)
Organization solitary, gang (2–4), or squad (5–6)
Treasure standard
Drone (Su) At all times, save when using any spell-like abilities, the stirge demon drones and buzzes like a fly. All creatures within a 60-foot spread that hear it must succeed on a DC 20 Will save or fall into a comatose sleep for 1d4 hours. There is no HD limit for this effect and it otherwise functions as the sleep spell (CL 10th). Note, the stirge demon can drain blood from a sleeping creature without automatically waking it up. In such an event, the sleeping creature receives a new Will save (same DC) each round the stirge demon drains blood. The save DCs are Constitution-based.
The creature is a loathsome cross between a human, a stirge, and an abyssal fly. It stands on four stirge-like hind legs and grasps with its humanlike forelimbs, which end in chitinous claw-like fingers. It has the wings of a stirge, though wrinkled and seemingly useless. Its stirgelike head has distinctly human features and is topped with a bristled, backswept mane. Its mouth is tiny and filled with fangs, though its nose is long and sharp and is used to pierce and draw blood.
A stirge demon is about 10 feet long and weighs 800 pounds,
One of the most foul and despicable of all demonkind, the stirge demon hates all other demonic races and usually attacks them on sight. It savors the blood of vrocks and hezrous, but generally avoids any more powerful demonic races. Stirge demons play no role in the Abyssal armies as most demon lords and princes find them hard to control and consider them pests to be exterminated. Other demons loathe them as well, and usually attack them when they are encountered.
Credit
The Stirge demon is loosely based on the Chasme Demon, which originally appeared in the First Edition module S4 Lost Caverns of Tsojcanth (© TSR/Wizards of the Coast, 1982) and later in the First Edition Monster Manual II (© TSR/Wizards of the Coast, 1983) and is used by permission. The stirge demon made its d20 debut in the Necromancer Games module D1 Tomb of Abysthor (©2001, Clark Peterson, Necromancer Games, Inc.).
Copyright Notice Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax

Demon, Shrroth (Squid Demon)

Demon, Shrroth (Squid Demon)
CR 12                                                                                                                XP: 19,200
CE Huge outsider (aquatic, chaotic, demon, evil, extraplanar)
Init +4; Senses darkvision 60 ft.; Perception +26
AC 23, touch 12, flat-footed 23 (-2 size, +11 natural, +4 deflection)
HP 174 (12d12+96)
Fort +8, Ref +2, Will +3
DR 10/good; Immune  electricity, poison; SR 23; Resist acid 10, cold 10, fire 10
Speed 20 ft., swim 60 ft.
Melee trident +19/+12/+9 (3d6+9) or 2 claws +19 (1d6+9), bite +19 (1d8+9), 6 tentacles +14 (2d6+4 plus grab)
Space 15 ft.
Special Attacks constrict (tentacle, 2d6+4), sickening cloud
Spell-Like Abilities (CL 12th) At will—chaos hammer (DC 18), dispel magic, mirror image, greater teleport (self plus 50 pounds of objects only), water breathing (others only) (DC 17) 2/day—feeblemind (DC 19) 1/day—power word blind, summon (level 9, 2d8 melethzu demons [aquatic dretches, swim speed 50 ft.] 50% or 1 shrroth 35%)
During Combat Shrroths rarely confront creatures on land; they prefer to fight in the Abyssal waters of their native plane where they have the advantage. These demons open combat using chaos hammer to batter their foes. This is quickly followed by feeblemind against an arcane caster if one is present. If a shrroth grabs an opponent in its tentacles, it hangs on, constricts it and stabs it with its trident. When facing an air-breathing creature, the shrroth likes to cast water breathing on it, grab it, and swim as deep as it can in the water before dispelling the water breathing effect and watching the air-breather drown.
If in danger, or if facing powerful adversaries, the shrroth summons a horde of melethzus (see summon above) to aid it in battle or to cover its retreat.
Str 28, Dex 10, Con 27, Int 14, Wis 16, Cha 18
Base Atk +12; CMB +23; CMD 37
Feats Blind-Fight, Cleave, Deceitful, Improved Initiative, Lightning Reflexes, Power Attack
Skills Bluff +23, Diplomacy +19, Disguise +6, Intimidate +19, Knowledge (planes) +17, Perception +26, Sense Motive +18, Stealth +7, Swim +32
  Racial Modifiers +8 Perception
Languages Abyssal, Common, plus one more; telepathy 100 ft.
SQ amphibious, jet
Environment any (Abyss)
Organization  solitary or gang (2–5)
Treasure standard
Sickening Cloud (Ex) A shrroth can emit a cloud of grayish liquid in a 40-foot spread once per minute as a free action. The cloud provides concealment and any creature in the area or entering the area must make a successful DC 24 Fortitude save or be sickened for 3 rounds. The save DC is Constitution-based.
Jet (Ex) A shrroth can jet backward once per round as a full-round action at a speed of 240 feet. It must move in a straight line, and does not provoke attacks of opportunity while jetting.
This huge creature has the lower torso of an octopus and the upper torso of a copper-skinned humanoid. Its arms end in 6-fingered talons and it wields a wicked trident. A mass of long black hair hangs from its head; from under which protrude two forward-curving, blackish horns.
A shrroth is a 15-foot tall copper-colored demon with the lower torso of an octopus and the upper torso of a powerful humanoid. Its arms end in 6-fingered talons. Its lower torso sports a mass of writing tentacles reaching lengths of 10 feet. Six larger tentacles stretching 20 feet surround the smaller tentacles. The shrroth’s visage is one of hatred and despair. Its mouth is filled with serrated teeth and its eyes are violet. A mass of long black hair hangs from its head; from under which protrude two forwardcurving, blackish horns.
Shrroths are the warriors of Dagon, Demon Prince of the Seas and serve in his abyssal army. When not fighting the abyssal wars among the demon princes, shrroths are often sent to the Material Plane to tempt and corrupt mortals with promises of power and wealth. Those refusing such offers are captured by the shrroth and brought to its Abyssal layer. They are confined in a stone cage and thrown into the Abyssal sea where they sink to the bottom and are never seen again.
Shrroths are malevolent creatures and though they follow the orders of their superiors, they are difficult to control. Fights amongst groups, packs, or battalions is not uncommon when there demons are involved, and such fights always end with the deaths of several of their number.
Copyright Notice Author Scott Greene

Demon, Nerizo (Hound Demon)

Demon, Nerizo (Hound Demon)
CR 9                                                                                                               XP: 6,400
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +2; Senses darkvision 60 ft.; Perception +2
AC 22, touch 12, flat-footed 20 (+2 Dex, +10 natural)
HP 125 (10d10+70)
Fort +14, Ref +9, Will +7
DR 10/good; Immune electricity, poison; SR 20; Resist acid 10, cold 10, fire 10
Speed 40 ft.
Melee 2 claws +16 (1d6+6), sting +16 (1d8+6 plus poison)
Special Attacks spit acid (10-ft. line, 4d6 acid damage, Ref DC 22 half, usable every 1d4+1 rounds)
Spell-Like Abilities (CL 12th) At will—darkness, detect good, greater teleport (self plus 50 pounds of objects only) 1/day—confusion (DC 17), summon (level 4, 2d10 dretches or 1 nerizo 35%)
During Combat The nerizo prefers to attack from surprise, leaping to attack its foes when they are within range. A nerizo attacks using its tail sting and claws. Slain creatures are dragged away and devoured at a later time. If in the employ of a greater demon, the nerizo follows the commands of its “master.”Nerizo are known to stalk their prey for up to a week before attacking.
Str 23, Dex 15, Con 25, Int 12, Wis 14, Cha 16
Base Atk +10; CMB +16; CMD 28
Languages Abyssal
Environment any (Abyss)
Organization solitary or pack (2–5)
Treasure standard
Poison (Ex) Sting—injury; save Fort DC 22; frequency 1 round for 4 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based.
This man-sized feral-looking creature has dark bluish-black skin. Its arms end in sharpened claws and its feet are splayed hooves. A long, snake-like barbed tail trails behind it. Its hairless head is long and oval and its eyes are large and crimson.
A nerizo stands 6 feet tall and weighs about 160 pounds.
The bestial nerizo can be found on almost all layers of the Abyss. More animalistic than not, the nerizo are sometimes used as “hunting dogs” by the greater demons and lords. The nerizo themselves realize that they may not be the smartest or strongest of the demons, but they resent being relegated to common hunting dogs for the greater demons.
Copyright Notice Author Scott Greene

Demon, Nysrock (Cobra Demon)

Demon, Nysrock (Cobra Demon)
CR 13                                                                                                            XP: 25,600
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +2; Senses Perception +36
AC 25, touch 11, flat-footed 23 (-1 size, +14 natural, +2 Dex)
HP 202 (15d10+120)
Fort +19, Ref +11, Will +9
DR 10/cold iron and good; Immune electricity, poison; SR 24; Resist acid 10, cold 10, fire 10
Speed 30 ft.
Melee bite +22 (2d6+7 plus grab), sting +22 (1d8+7 plus poison)
Ranged spit +16 (poison)
Space 10 ft., Reach 5 ft.
Special Attacks constrict (2d6+10)
Spell-Like Abilities (CL 18th) At will—greater dispel magic, greater teleport (self plus 50 pounds of objects only), unholy blight (DC 18) 3/day—blasphemy (DC 21), chaos hammer (DC 18) 1/day—summon (level 4, 2d4 babaus or 1 nysrock 35%)
During Combat A nysrock flares its hood before it enters combat as a warning to its opponents. Those that press combat are met with a vicious bite and venomous tail sting. A creature that is bitten is grabbed and wrapped in the monster’s coils. A nysrock derives great pleasure in repeatedly stinging a grappled foe. Once a grappled foe expires, the nysrock releases its hold and consumes it whole so long as it faces no more enemies (nysrocks aren’t stupid and do not ignore other enemies in order to feed).
Str 24, Dex 14, Con 26, Int 16, Wis 19, Cha 18
Base Atk +15; CMB +23; CMD 35
Feats Ability Focus (Poison), Alertness, Cleave, Combat Casting, Great Fortitude, Power Attack, Weapon Focus (Bite, sting)
Skills Bluff +22, Escape Artist +20, Intimidate +22, Knowledge (planes) +21, Perception +36, Sense Motive +28, Spellcraft +21, Stealth +16, Survival +22
  Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common, Draconic, Infernal; telepathy 100 ft.
Environment any (Abyss)
Organization solitary or gang (2–4)
Treasure standard
Poison (Ex) Sting or spit—injury or contact; save Fort DC 27; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 2 consecutive saves. The save DC is Constitution-based with a +2 bonus for the nysrock’s Ability Focus feat.
This creature looks like a 14-foot long cobra with a demonic humanoid head and blackish-blue scales. Two downward-curving horns jut from the sides of its head. Its tail ends in a barbed stinger. A leathery hood flares from its neck.
A nysrock ranges in size from 14 to 16 feet long and weigh 350 to 450 pounds. Its scales are blackish-blue and its eyes are golden and glint with a cunning spark. Its barbed tail is jet black and oozes a vile smelling poison when the creature is threatened.
Nysrocks are believed to be somehow related to nagas, or are in fact nagas themselves warped through ancient and demonic dark magic into their current form. Whatever their origin, nysrocks are thoroughly evil and contemptible caring for no one other than themselves.
Nysrocks are often found in the courts of various demon lords serving as advisors and counselors. Their cunning intellects are used to full effect by their masters in weaving battle plans and plots and intrigues against rival lords and enemies.
Rumors abound as of late (supposedly from an eyewitness who lived to tell the tale) of an abyssal plane ruled by a massive nysrock at least 40 feet long. Its palace is a network of underground tunnels populated with all manner of snakes, fiendish serpents, and intelligent and cunning reptiles of all shapes and sizes.
Copyright Notice Author Scott Greene.

Demon, Mezzalorn (Wasp Demon)

Demon, Mezzalorn (Wasp Demon)
CR 11                                                                                                          XP: 12,800
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +5; Senses darkvision 60 ft.; Perception +18
AC 27, touch 14, flat-footed 22 (-1 size, +13 natural, +5 Dex)
HP 138 (12d10+72)
Fort +14, Ref +15, Will +7
DR 10/cold iron; Immune electricity, poison; SR 22; Resist acid 10, cold 10, fire 10
Speed 10 ft., fly 50 ft. (good)
Melee sting +16 (2d6+4 plus poison), 2 claws +16 (1d6+4 plus grab)
Space 10 ft., Reach 5 ft.
Spell-Like Abilities (CL 12th) At will—chaos hammer (DC 17), greater teleport (self plus 50 pounds of objects only)3/day—blasphemy (DC 20), unholy blight (DC 17) 1/day—word of chaos (DC 20), summon (level 4, 4d10 dretches, 1d4 babaus, 1 mezzalorn 35%)
During Combat Mezzalorn tactics are simple and straightforward: fly into battle, sting a foe repeatedly until it dies. Often a mezzalorn grabs a foe, flies upward away from the opponent’s allies, and stings its grappled victim until it dies, dropping the carcass without thought or care before wading back into the battle. Mezzalorn’s hate stirge demons and fly demons and attack them on sight.
Str 18, Dex 21, Con 23, Int 13, Wis 16, Cha 16
Base Atk +12; CMB +17; CMD 32
Feats Ability Focus, Blind-Fight, Cleave, Lightning Reflexes, Power Attack, Weapon Finesse
Skills Bluff +17, Escape Artist +20, Fly +11, Intimidate +18, Knowledge (planes) +16, Perception +18, Stealth +16, Survival +18
Languages Abyssal, Common; telepathy 100 ft.
SQ pheromones
Environment any (Abyss)
Organization solitary, cluster (2–4), or nest (5–10)
Treasure standard
Pheromones (Ex) When reduced to half or less of its normal hit points, a mezzalorn releases a pheromone that heightens the aggression of all other mezzalorns within a 50-foot radius. Affected mezzalorns gain a +2 morale bonus on attack and damage rolls for the rest of the encounter.
Poison (Ex) Sting—injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 2 consecutive saves. The save DC is Constitution-based and includes a +2 bonus from the mezzalorn’s Ability Focus feat.
This creature looks like a cross between a giant red-banded wasp and a grotesque olive-skinned humanoid. It has the body of a giant wasp, complete with stinger and wings. The creature possesses two human-like arms that end in wicked claws. Its human-like head sports a mouth filled with fangs and two small horns that jut from its head.
A mezzalorn stands as tall as a human and is about 10 feet long. Its body is dark with red bands and ends in a golden stinger. Its legs resemble those of a giant wasp and are covered in fine hairs and bristles. Its human-like visage is copper and sports matted dark hair. Its horns are black.
Mezzalorns (or wasp demons as they are called by otherworlders) are demonic entities akin to the fly or stirge demons. They spend most of their time flying high above the Abyssal planes scouring the lands for food or patrolling a demon lord’s domain if they are in the service of such a demon. When serving under a demon lord or one of his generals, mezzalorns are often utilized as shock troops or first-assault troops in war.
Mezzalorns are thoroughly evil and despise all non-demons, attacking them on sight. Slain creatures are carried back to their lair and distributed among the inhabitants of the nest. Among demonkind they despise stirge demons with an unbridled hatred and always attack them on sight, fighting to the death when battling them. Slain stirge demons are not eaten by wasp demons (they dislike their smell, and as such dislike their taste even more), but are completely and utterly destroyed, their bodies being torn to pieces or injected with so much venom as to liquefy their internals.
A mezzalorn makes its lair in rocky outcroppings or in underground burrows and tunnels on the various abyssal planes. They generally avoid the less hospitable planes composed of acids, oozes, slimes, waters, or vapors as they require a solid surface on which to build their nests. A nest is composed of just about anything a mezzalorn can find and carry: bones, debris, refuse, weapons, and so on.
Copyright Notice Author Scott Greene.

Demon, Mehrim (Goat Demon)

Demon, Mehrim (Goat Demon)

CR 4                                                                                                           XP: 1,200
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +2; Senses darkvision 60 ft., scent; Perception +12
AC 19, touch 12, flat-footed 17 (+7 natural, +2 Dex)
HP 33 (6d10)
Fort +5, Ref +4, Will +10
DR 10/cold iron; Immune electricity, poison; SR 15; Resist acid 10, cold 10, fire 10
Speed 40 ft.
Melee bite +11 (2d6+5 plus disease), 2 hooves +11 (1d6+5)
Spell-Like Abilities (CL 8th) At will—darkness, protection from good, see invisibility 1/day—dispel good (DC 18), dispel magic, summon (level 3, 2d10 dretches or 1 mehrim 30%)
Str 21, Dex 14, Con 10, Int 12, Wis 13, Cha 16
Base Atk +6; CMB +11; CMD 23
Feats Cleave, Iron Will, Multiattack, Power Attack
Skills Acrobatics +6, Bluff +12, Escape Artist +11, Intimidate +12, Knowledge (local, planes) +10, Perception +12, Sense Motive +10, Survival +10
  Racial Modifiers +4 Acrobatics, +8 Perception
Languages Abyssal, Celestial, Common
Environment any (Abyss)
Organization solitary, pair, or herd (3–6)
Treasure standard
Disease (Su) Demon Fever: Bite—injury; save Fort DC 18; onset 1 day; frequency 1/day; effect 1d6 Con damage, target must make second Fort save or 1 point of damage is drain instead; cure 2 consecutive saves. The save DC is Constitution-based and includes a +5 racial bonus.
This entity looks like an oversized black goat with three horns and jet black, glossy hooves. It exhales a wispy cloud of putrid black smoke as it breathes.
A mehrim stands about 4 feet tall at the shoulders and is about 7 feet long. It weighs about 650 pounds. Its skin is dark and its coat black and oily.
Mehrims are man-sized goat-like demons that roam the various planes of the Abyss, grazing and feeding on the strange abyssal fauna as well as the flesh and ichor of fallen demons. While they are good hunters in their own right, mehrims are generally scavengers, following other demon hordes and feasting on their leftovers. Generally left to their own devices, mehrims play a minor role in the politics and machinations that take place within the Abyss. They rarely take part in the various wars and battles that rage across the abyssal planes.
A mehrim charges into battle biting with its diseased bite and slashing with its front hooves. Most of the time, a mehrim opens battle with its protection from good and darkness spell-like abilities in effect. Against good-aligned foes that are susceptible, the mehrim uses its dispel good attack.
Copyright Notice Author Scott Greene.

Demon, Mallor (Serpent Demon)

Demon, Mallor (Serpent Demon)
CR 13                                                                                                                XP: 25,600
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +2; Senses darkvision 60 ft.; Perception +28
AC 29, touch 16, flat-footed 27 (-1 size, +13 natural, +5 deflection, +2 Dex)
HP 217 (14d10+140)
Fort +10, Ref +2, Will +3
DR  10/good; Immune electricity, poison; SR 24; Resist acid 10, cold 10, fire 10
Speed 30 ft.
Melee +1 anarchic longsword +22/+17/+12 (2d6+9/19-20), claw +16 (1d6+4 plus poison) or 2 claws +21 (1d6+8 plus poison)
Space 10 ft., Reach 5 ft.
Special Attacks fear gaze, foul liquids
Spell-Like Abilities (CL 12th) At will—burning hands (DC 16), greater dispel magic, greater teleport (self plus 50 pounds of objects only), unholy aura (DC 23) 3/day—touch of idiocy 1/day—scorching ray (3 rays), summon (level 9, 1d4 hezrous or vrocks, or 1 mallor 35%), summon (level 9, 1d6 Large fiendish vipers or 1d3 Huge fiendish vipers 50%)
During Combat A mallor is a straightforward combatant in battle and charges directly at its opponents. Normally, it opens battle with burning hands and/or its fear gaze in hopes of affecting as many targets as possible. The mallor then attempts to move to melee range and touch the nearest spellcaster while using its touch of idiocy. Multiple mallors work in concert with one another; one often drawing the fire away from the others so they can charge in with their massive spears.
Str 27, Dex 15, Con 30, Int 16, Wis 16, Cha 20
Base Atk +14; CMB +23; CMD 40
Skills Bluff +26, Climb +25, Diplomacy +22, Disguise +7, Intimidate +22, Knowledge (planes) +20, Perception +28, Sense Motive +20, Stealth +15, Survival +20
  Racial Modifiers +8 Perception
Languages Abyssal, Common, plus any three; telepathy 100 ft.
SQ poison use
Gear +1 anarchic longspear
Environment any (Abyss)
Organization solitary or gang (2–4)
Treasure standard
Fear Gaze (Su) The infernal eyes of a mallor weaken the resolve of opponents peering into them. Creatures meeting its gaze must make a successful DC 22 Will save or flee in fear for 1d6 rounds. On a successful save, that opponent is immune to the fear gaze of that mallor for one day. The save DC is Charisma-based.
Foul Liquid (Su) All liquids within 100 feet of a mallor automatically foul and become unsuitable for consumption or inhabitation (no save). Magical liquids in the area receive a DC 27 Fortitude save to avoid the effects. Creatures drinking fouled water must make a successful DC 27 Fortitude save or become nauseated for 1 minute. Aquatic creatures (or those that can breathe water) swimming in fouled water must make a Constitution check (DC 10, +1 per previous check) each round they remain in the area or begin suffocating. A mallor can foul up to 20 gallons of liquid a day using this ability. Sentient- or liquid-based creatures (such as water elementals) must make a successful DC 27 Fortitude save or take 1d8 points of Constitution damage each hour they remain in the area. At Constitution 0, the creature’s liquid structure fouls and it dies. The save DCs are Constitution-based. A mallor can suppress or resume this ability at will as a free action.
Poison (Ex) Claw—injury; save Fort DC 27; frequency 1/round for 6 rounds; effect 1d6 Strength; cure 2 consecutive saves. The save DC is Constitution-based.
This large creature appears to be a human with the lower torso of a giant coral snake. Its human frame is crimson-colored.
A mallor is a 10 to 12 feet long, powerful, humanoid with the lower torso of a giant coral snake. Its humanoid frame is crimson-colored while its snake body is black with bands of yellow and red. Its arms end in sharpened claws, slightly curved under, just enough to tear through flesh, sinew and muscle. Mallors have black, gold, or amber hair. Their eyes are white with red or green pupils.
Mallors are the creation of some long-forgotten (and presumably slain) demon lord who supposedly used dark and powerful magic to combine the best (and worst) traits of a demon with the best and worst traits of snakes. Purportedly they were spawned from the same demonic force that created the dreaded marilith. Though originally only encountered on the lowest planes of the Abyss, the mallor’s are quickly growing and they can now be found on just about any layer of that dreaded plane. Mallors are frequently encountered on the Material Plane in the service of powerful spellcasters seeking to gain some service from them. They disdain mortals, particularly mortal spellcasters, and seek to twist and manipulate them when given the chance. Binding a mallor is a dangerous thing, for if it manages to break free or twist the bargain to its favor, it most assuredly kills or captures the summoner and carries it back to the Abyss never to be seen again.
Copyright Notice Author Scott Greene