TANAR'RI

DEMON

from Monster Manual 3.5

Demons are a race of creatures native to chaotic evil-aligned planes. They are ferocity personified and will attack any creature just for the sheer fun of it-even other demons.

Demon Traits: Most demons possess the following traits (unless otherwise noted in a creature's entry).

-Immunity to electricity and poison.

-Resistance to acid 10, cold 10, and fire 10.

-Summon (Sp): Many demons share the ability to summon others of their kind (the success chance and type of demon summoned are noted in each monster description). Demons are often reluctant to use this power until in obvious peril or extreme circumstances.

-Telepathy.

Except where otherwise noted, demons speak Abyssal, Celestial, and Draconic.

 

ARMANITE

from Manual of the Planes

  Armanite (Tanar'ri)
  Large Outsider(Chaotic, Evil)
Hit Dice: 5d8+15 (37 hp)
Initiative: +0
Speed: 40 ft., fly 40 ft. (poor)
AC: 25 (-1 size, +6 natural, +8 plate
barding, +2 large shield)
Attacks: Heavy lance +9 melee (or
heavy flail +9 melee),
2 hooves +4 melee
Damage: Heavy lance 1d8+5, heavy flail
1d10+5, hoof 1d6+2
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Charge, summon tanar'ri
Special Qualities: Damage reduction 20/+2,
SR 18, tanar'ri qualities
Saves: Fort +7, Ref +4, Will +5
Abilities: Str 20, Dex 11, Con 17,
Int 8, Wis 12, Cha 13
Skills: Hide -4, Intimidate +9,
Listen +9, Spot +9, Wilderness
Lore +4
Feats: Ride-By Attack, Trample
Climate/Terrain: Any land
Organization: Solitary, company (5-8), or
troop (8-18 plus 1 hezrou)
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 6-10 HD (Large);
11-15 HD (Huge)

 

Armanites are demonic heavy cavalry, charging into the ranks of their foes with uncontained blood lust and fury.
They rise from the Abyss to make war on all that is good and lawful. Looking like pale, undead centaurs with
the horns of bulls, armanites are a terror to behold on the battlefield. They wear full plate barding, with the bristles and spines of their inhuman form sticking through gaps in the armor.

Combat

Armanites know their role on the battlefield and take to it with great relish. Their charges are designed to deliver maximum destruction and mayhem. Once engaged in melee, they switch to heavy flails and spin wildly, winging their flails as they kick with their hooves.

Charge (Ex): When armanites charge with lances, they deal double damage just as mounted lancers do. For the purposes of feat selection, they are considered to have the Mounted Combat feat (only to satisfy prerequisites; it has no game effect).
Summon Tanar'ri (Sp): Once per day, an armanite can attempt to summon 1d10 dretches or another armanite with a 30% chance of success.

BABAU

from Monster Manual 3.5

Medium Outsider (Chaotic, Extraplanar, Evil)

Hit Dice: 7d8+35 (66 hp)

Initiative: +1

Speed: 30 ft. (6 squares)

Armor Class: 19 (+1 Dex, +8 natural), touch 11, flat-footed 18

Base Attack/Grapple: +7/+12

Attack: Claw +12 melee (1d6+5)

Full Attack: 2 claws +12 melee (1d6+5) and bite +7 melee (1d6+2)

Space/Reach: 5 ft./5 ft.

Special Attacks: Sneak attack +2d6, spell-like abilities, summon demon

Special Qualities: Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, protective slime, resistance to acid 10, cold 10, and fire 10, spell resistance 14, telepathy 100 ft.

Saves: Fort +10, Ref +6, Will +6

Abilities: Str 21, Dex 12, Con 20, Int 14, Wis 13, Cha 16

Skills: Climb +15, Disable Device +12, Disguise +13, Escape Artist +11, Hide +19, Listen +19, Move Silently +19, Open Lock +11, Search +20, Sleight of Hand +11, Survival +1 (+3 following tracks), Use Rope +1 (+3 with bindings)

Feats: Cleave, Multiattack, Power Attack

Environment: A chaotic evil-aligned plane

Organization: Solitary or gang (3-6)

Challenge Rating: 6

Treasure: Standard

Alignment: Always chaotic evil

Advancement: 8-14 HD (Large); 15-21 HD (Huge)

Level Adjustment: -

 

A babau is about 6 feet tall and weighs about 140 pounds.

Combat

Babaus are sneaky and sly. They attack the most powerful foe first, hoping to eliminate the true threats quickly and then toy with the rest. When ambushing their opponents, they make excellent use of the combination of multiple attacks and sneak attacks.

A babau's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Sneak Attack (Ex): A babau can make a sneak attack like a rogue, dealing an extra 2d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the babau is flanking.

Spell-Like Abilities: At will-darkness, dispel magic, see invisibility, greater teleport (self plus 50 pounds of objects only). Caster level 7th.

Protective Slime (Su): A slimy red jelly coats the babau's skin. Any weapon that touches it takes 1d8 points of acid damage from the corrosive goo, and the weapon's hardness does not reduce this damage. A magic weapon may attempt a DC 18 Reflex save to avoid taking this damage. A creature who strikes the babau with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a DC 18 Reflex save. The save DCs are Constitution-based.

Summon Demon (Sp):Once per day a babau can attempt to summon 1 babau with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.

Skills: Babaus have a +8 racial bonus on Hide, Listen, Move Silently, and Search checks.

BALOR

from Monster Manual 3.5

Large Outsider (Chaotic, Extraplanar, Evil)

Hit Dice: 20d8+200 (290 hp)

Initiative: +11

Speed: 40 ft. (8 squares), fly 90 ft. (good)

Armor Class: 35 (-1 size, +7 Dex, +19 natural), touch 16, flat-footed 28

Base Attack/Grapple: +20/+36

Attack: +1 vorpal longsword +33 melee (2d6+8/19-20)

Full Attack: +1 vorpal longsword +31/+26/+21/+16 melee (2d6+8/19-20) and +1 flaming whip +30/+25 melee (1d4+4 plus 1d6 fire plus entangle); or 2 slams +31 melee (1d10+7)

Space/Reach: 10 ft./10 ft. (20 ft. with +1 flaming whip)

Special Attacks: Death throes, entangle, spell-like abilities, summon demon, vorpal sword

Special Qualities: Damage reduction 15/cold iron and good, darkvision 60 ft., flaming body, immunity to electricity, fire, and poison, resistance to acid 10 and cold 10, spell resistance 28, telepathy 100 ft., true seeing

Saves: Fort +22, Ref +19, Will +19

Abilities: Str 35, Dex 25, Con 31, Int 24, Wis 24, Cha 26

Skills: Bluff +31, Concentration +33, Diplomacy +35, Disguise +8 (+10 acting), Hide +26, Intimidate +33, Knowledge (any two) +30, Listen +38, Move Silently +30, Search +30, Sense Motive +30, Spellcraft +30 (+32 scrolls), Spot +38, Survival +7 (+9 following tracks), Use Magic Device +31 (+33 scrolls)

Feats: Cleave, Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Quicken Spell-Like Ability (telekinesis), Two-Weapon Fighting, Weapon Focus (longsword)

Environment: A chaotic evil-aligned plane

Organization: Solitary or troupe (1 balor, 1 marilith, and 2-5 hezrous)

Challenge Rating: 20

Treasure: Standard coins; double goods; standard items, plus +1 vorpal greatsword and +1 flaming whip

Alignment: Always chaotic evil

Advancement: 21-30 HD (Large); 31-60 HD (Huge)

Level Adjustment: -

 

A balor stands about 12 feet tall. Its skin is usually dark red. It weighs about 4,500 pounds.

Combat

Balors love to join battle armed with their swords and whips. If they face stiff resistance, they may teleport away to loose a few spell-like effects at the foe.

A balor's +1 flaming whip is a long, flexible weapon with many tails tipped with hooks, spikes, and balls. The weapon deals bludgeoning and slashing damage, in addition to fire damage.

A balor's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Death Throes (Ex):When killed, a balor explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 30 half ). This explosion automatically destroys any weapons the balor is holding. The save DC is Constitution-based.

Entangle (Ex): A balor's +1 flaming whip entangles foes much like an attack with a net. The whip has 20 hit points. The whip needs no folding. If it hits, the target and the balor immediately make opposed Strength checks; if the balor wins, it drags the target against its flaming body (see below). The target remains anchored against the balor's body until it escapes the whip.

Spell-Like Abilities: At will- blasphemy (DC 25), dominate monster (DC 27), greater dispel magic, greater teleport (self plus 50 pounds of objects only), insanity (DC 25), power word stun, telekinesis (DC 23), unholy aura (DC 26); 1/day-fire storm (DC 26), implosion (DC 27). Caster level 20th. The save DCs are Charisma-based.

Vorpal Sword (Su): Every balor carries a +1 vorpal longsword that looks like a flame or a bolt of lightning.

Summon Demon (Sp): Once per day a balor can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor. This ability is the equivalent of a 9th-level spell.

Flaming Body (Su): The body of a balor is wreathed in flame.

Anyone grappling a balor takes 6d6 points of fire damage each round.

True Seeing (Su): Balors have a continuous true seeing ability, as the spell (caster level 20th).

Skills: Balors have a +8 racial bonus on Listen and Spot checks.

Tactics Round-by-Round

The balor is most effective as a ranged combatant, using its spell-like abilities to attack from a distance.

Prior to combat: Unholy aura.

Round 1: Fire storm or implosion and quickened telekinesis, or summon additional demons. If the balor does not deem itself seriously threatened, it conserves abilities usable only once per day and uses blasphemy instead.

Round 2: Insanity or power word stun.

Round 3: Full melee attack with weapons, including entangle with whip.

Round 4: Teleport or fly away with entangled foe to reestablish range; repeat round 1 and continue.

A balor who wants to drive off or neutralize a party without slaying its foes avoids lethal attacks.

Prior to combat: Unholy aura.

Round 1: Dominate monster.

Round 2: Power word stun.

Round 3: Insanity or telekinesis to incapacitate or repel a dangerous opponent.

Round 4: Teleport or fly away to reestablish range; repeat round 1 and continue.

CHASME

from Book of Vile Darkness

Large Outsider (Chaotic, Evil)

Hit Dice: 9d8+36 (76 hp)

Initiative: +3

Speed: 30 ft., fly 56 ft. (perfect)

AC: 26 (-1 size, +3 Dex, +14 natural), touch 12, flat-footed 23

Attacks: 2 claws +12 melee and bite +10

melee and gore +10 melee

Damage: Claw ld8+4, bite ld6+2,

gore 1d6+2

Face/Reach: 5 ft. by 5 ft/10 ft

Special Attacks: Drone, fear aura,

Spell-like abilities, wounding

Special Qualities: DR 20/+2, outsider traits, SR 23,summon tanar'ri, tanar'ri traits

Saves: Fort +10, Ref +9, Will +8

Abilities: Str 19, Dex 16, Con 18,

Int 14,Wis14, Cha 14

Skills: Concentration +16, Hide +11, Intimidate +14, Intuit Direction +8, Listen +14, Move Silently +15, Search +14, Spot +14

Feats: Flyby Attack, Multiattack,

Power Attack

Climate/Terrain: Any land and underground

Organization: Solitary, pair, gang (3-4),

or squad (6-10)

Challenge Rating: 10

Treasure; Standard

Alignment: Always chaotic evil

Advancement: 10-18 HD (Large)

 

Chasmes are disgusting, flylike demons. Experts in punishment and torture, they sometimes gain positions of power and influence in the Abyss. If in the service of a demon lord, chasmes are the taskmasters that keep other demons serving that lord in line and doing the jobs assigned to them (a feat that can only be accomplished through pain and intimidation), Other times, however, chasmes carve out a little niche for themselves and act as very minor demon lords, ruling over a number of lesser demons such as rutterkins and dretches. Traditionally, chasmes hate succubi and kill them when they can. They also do not like vrocks, whom they see as rivals. They fear and obey more powerful demons such as hezrous and glabrezu.

Like giant flies with tufts of hair sprouting about their thick, insectoid flesh, chasmes have large buzzing wings and six limbs, two of which resemble long, thin human arms. Their heads are vaguely humanlike, although exaggerated and ugly, with a hard, hooked horn where a human's nose would be.

Combat

Chasmes like to torment their foes before slaying them. Thus, they often besiege enemies with contagion, wave of grief, or insect plague before going in for the kill.

Drone (Su): As a full-round action, a chasme can beat its wings to create a droning buzz in a 60-foor spread. Each creature in the area must make a Will save (DC 16) or fall asleep for 2d10 rounds. There is no Hit Dice limit for this effect. This ability otherwise functions like the sleep spell Demons and creatures immune to sleep effects (such as elves) are immune to this effect.

Fear Aura (Su): As a free action, a chasme can create an aura of fear in a 5-foot radius. The effect is otherwise identical with a fear spell (caster level 10th; Will DC 16 negates). If the save is successful, that creature cannot be affected again by that chasme's fear aura for 24 hours.

Spell-like Abilities: At will-contagion, darkness, desecrate, detect good, dispel magic, fly, insert plague, ray of enfeeblement, protection from good, see invisibility, telekinesis, teleport without error (self plus 50 pounds of gear only), wave of grief; 1/day-circle of nausea, unholy aura. Caster level 10th; save DC 12 + spell level

Wounding (Ex): A wound resulting from a chasmes attack bleeds for an additional 1 points of damage per round thereafter. Multiple wounds from such attacks result in cumulative bleeding Loss (two wounds for 2 points of damage per round, and so on). The bleeding can be stopped only by a successful Heal check (DC 10) or the application of a cure spell or some other healing spell (heal, healing circle, or the like).

Summon Tanar'ri (Sp). Once per day a chasme can attempt to summon ld4 rutterkins or 1 chasme with a 40% chance of success.

BEBILITH

from Monster Manual 3.5

Huge Outsider (Chaotic, Extraplanar, Evil)

Hit Dice: 12d8+96 (150 hp)

Initiative: +5

Speed: 40 ft. (8 squares), climb 20 ft.

Armor Class: 22 (-2 size, +1 Dex, +13 natural), touch 9, flat-footed 21

Base Attack/Grapple: +12/+29

Attack: Bite +19 melee (2d6+9 plus poison) or web +11 ranged

Full Attack: Bite +19 melee (2d6+9 plus poison) and 2 claws +14 melee (2d4+4); or web +11 ranged

Space/Reach: 15 ft./10 ft.

Special Attacks: Poison, rend armor, web

Special Qualities: Damage reduction 10/good, darkvision 60 ft., plane shift, scent, telepathy 100 ft.

Saves: Fort +16, Ref +9, Will +9

Abilities: Str 28, Dex 12, Con 26, Int 11, Wis 13, Cha 13

Skills: Climb +24, Diplomacy +3, Hide +16, Jump +28,

Listen +16, Move Silently +16, Search +15, Sense Motive +16, Spot +16, Survival +1 (+3 following tracks)

Feats: Cleave, Improved Initiative, Improved Grapple, Power Attack, Track

Environment: A chaotic evil-aligned plane

Organization: Solitary

Challenge Rating: 10

Treasure: None

Alignment: Always chaotic evil

Advancement: 13-18 HD (Huge); 19-36 HD (Gargantuan)

Level Adjustment: -

 

Bebiliths are enormous, predatory, arachnid demons that hunt other demons. A bebilith has a body the size of a plow horse, with legs spanning more than 14 feet. It weighs more than two tons.

Bebiliths understand but do not

speak Abyssal. Their telepathy allows them to communicate silently with one another.

Combat

A bebilith attacks any creature it sees. It usually picks one target and concentrates its attacks on that opponent, using its webs to isolate the target from its comrades. Should the bebilith become overwhelmed by tougher opponents, it often attempts to bite one or more of its victims and retreats, allowing its poison to do its work.

A bebilith's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Poison (Ex): Injury, Fortitude DC 24, initial damage 1d6 Con, secondary damage 2d6 Con. Bebilith venom is highly perishable, losing its potency and becoming inert, foul-smelling goo almost as soon as it comes into contact with air. The save DC is Constitution-based.

Rend Armor (Ex): If a bebilith hits with both claw attacks, it pulls apart any armor worn by its foe. This attack deals 4d6+18 points of damage to the opponent's armor. Creatures not wearing armor are unaffected by this special attack. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check.

Web (Ex): A bebilith can throw a web up to four times per day. This is similar to an attack with a net but has a maximum range of 30 feet, with a range increment of 10 feet. This attack is effective against targets of up to Gargantuan size. The web anchors the target in place, allowing no movement.

An entangled creature can escape with a DC 24 Escape Artist check or burst the web with a DC 24 Strength check. The check DCs are Constitution-based. The web has 14 hit points and hardness 0. There is a 75% chance that the webbing will not burn if any sort of fire is applied to it (check each round).

Plane Shift (Su): This ability affects only the bebilith. It is otherwise similar to the spell (caster level 12th).

Skills: A bebilith has mottled coloration that gives it a +8 racial bonus on Hide checks.

DRETCH

from Monster Manual 3.5

Small Outsider (Chaotic, Extraplanar, Evil)

Hit Dice: 2d8+4 (13 hp)

Initiative: +0

Speed: 20 ft. (4 squares)

Armor Class: 16 (+1 size, +5 natural), touch 11, flat-footed 16

Base Attack/Grapple: +2/-1

Attack: Claw +4 melee (1d6+1)

Full Attack: 2 claws +4 melee (1d6+1) and bite +2 melee (1d4)

Space/Reach: 5 ft./5 ft.

Special Attacks: Spell-like abilities, summon demon

Special Qualities: Damage reduction 5/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, telepathy 100 ft.

Saves: Fort +5, Ref +3, Will +3

Abilities: Str 12, Dex 10, Con 14, Int 5, Wis 11, Cha 11

Skills: Hide +9, Listen +5, Move Silently +5, Spot +5, Search +2, Survival +0 (+2 following tracks)

Feats: Multiattack

Environment: A chaotic evil-aligned plane

Organization: Solitary, pair, gang (3-5), crowd (6-15), or mob (10-40)

Challenge Rating: 2

Treasure: None

Alignment: Always chaotic evil

Advancement: 3-6 HD (Small)

Level Adjustment: +2

 

A dretch is about 4 feet tall and weighs about 60 pounds.

Dretches cannot speak but can communicate telepathically.

Combat

Dretches are slow, stupid, and not very effective combatants. In one-on-one combat, they rely on their damage reduction to keep them alive. In groups, they depend on sheer numbers to overcome foes and immediately summon other dretches to improve the odds in battle. They flee at the first sign of adversity unless more powerful demons are present to intimidate them into fighting. Dretches' fear of their greater kin is stronger then even their fear of death.

A dretch's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities: 1/day-scare (DC 12), stinking cloud (DC 13). Caster level 2nd. The save DCs are Charisma-based.

Summon Demon (Sp): Once per day a dretch can attempt to summon another dretch with a 35% chance of success. This ability is the equivalent of a 1st-level spell.

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

GLABREZU

from Monster Manual 3.5

Huge Outsider (Chaotic, Extraplanar, Evil)

Hit Dice: 12d8+120 (174 hp)

Initiative: +0

Speed: 40 ft. (8 squares)

Armor Class: 27 (-2 size, +19 natural) touch 8, flat-footed 27

Base Attack/Grapple: +12/+30

Attack: Pincers +20 melee (2d8+10)

Full Attack: 2 pincers +20 melee (2d8+10) and 2 claws +18 melee (1d6+5) and bite +18 melee (1d8+5)

Space/Reach: 15 ft./15 ft.

Special Attacks: Improved grab, spell-like abilities, summon demon

Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 21, telepathy 100 ft., true seeing

Saves: Fort +18, Ref +8, Will +11

Abilities: Str 31, Dex 10, Con 31, Int 16, Wis 16, Cha 20

Skills: Bluff +22, Concentration +25, Diplomacy +9, Disguise +5 (+7 acting), Intimidate +24, Knowledge (any two) +18, Listen +26, Move Silently +18, Search +18, Sense Motive +18, Spellcraft +18, Spot +26, Survival +3 (+5 following tracks)

Feats: Cleave, Great Cleave, Multiattack, Persuasive, Power Attack

Environment: A chaotic evil-aligned plane

Organization: Solitary or troupe (1 glabrezu, 1 succubus, and 2-5 vrocks)

Challenge Rating: 13

Treasure: Standard coins; double goods; standard items

Alignment: Always chaotic evil

Advancement: 13-18 HD (Huge); 19-36 HD (Gargantuan)

Level Adjustment: -

 

Like succubi, glabrezu tempt victims into ruin, but they lure their prey with power or wealth rather than passion.

Glabrezu have penetrating violet eyes, and their skin color ranges from deep russet to pitch black. A glabrezu stands about 15 feet tall and weighs about 5,500 pounds.

Combat

Glabrezu prefer subterfuge to combat. However, if their attempts to entice or deceive fail, these enormous demons attack with a vengeance. They follow a confusion attack with melee attacks, hoping to finish off wounded foes with chaos hammer or unholy blight.

A glabrezu's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Improved Grab (Ex): To use this ability, a glabrezu must hit a Medium or smaller opponent with a pincer attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Spell-Like Abilities: At will-chaos hammer (DC 19), confusion (DC 19), dispel magic, mirror image, reverse gravity (DC 22), greater teleport (self plus 50 pounds of objects only), unholy blight (DC 19); 1/day-power word stun. Caster level 14th. The save DCs are Charisma-based.

Once per month, a glabrezu can fulfill a wish for a mortal humanoid. The demon can use this ability to offer a mortal whatever he or she desires-but unless the wish is used to create pain and suffering in the world, the glabrezu demands either terrible evil acts or great sacrifice as compensation.

Summon Demon (Sp): Once per day a glabrezu can attempt to summon 4d10 dretches or 1d2 vrocks with a 50% chance of success, or another glabrezu with a 20% chance of success. This ability is the equivalent of a 4th-level spell.

True Seeing (Su): Glabrezu continuously use true seeing as the spell (caster level 14th).

Skills: Glabrezu have a +8 racial bonus on Listen and Spot checks.

GORISTRO

from Manual of the Planes

  Goristro (Tanar'ri)
  Huge Outsider
(Chaotic, Evil)
Hit Dice: 16d8+96 (168 hp)
Initiative: -1 (Dex)
Speed: 40 ft.
AC: 23 (-2 size, -1 Dex, +16 natural)
Attacks: 2 slams +23 melee; or
rock +13/+8/+3 ranged
Damage: Slam 2d6+13; rock 2d8+9
Face/Reach: 10 ft. by 5 ft./10 ft.
Special Attacks: Stamp, spell-like abilities,
rock throwing
Special Qualities: Fast healing 5, damage reduction
20/+2, SR 22, tanar'ri qualities
Saves: Fort +16, Ref +9, Will +12
Abilities: Str 29, Dex 8, Con 23,
Int 5, Wis 15, Cha 13
Skills: Intimidate +20, Jump +13,
Listen +21, Sense Motive +21,
Spot +21
Feats: Blind-Fight, Cleave, Improved
Bull Rush, Power Attack, Sunder
Climate/Terrain: Any land and underground
Organization: Solitary or pair
Challenge Rating: 13
Treasure: None
Alignment: Always chaotic evil
Advancement: 17-23 HD (Huge);
24-48 HD (Gargantuan)

 

The hulking goristros are kept as destructive siege engines and pets by powerful demon lords. Stupid creatures, they exist only to smash anything they can. Centuries in the Abyssal breeding pits have rendered them frighteningly effective at that task.
A goristro looks like a twisted cross between a bison and a human, with a squat, muscular body and broad shoulders supporting a massive horned head. Its arms are overly long, enabling the goristro to walk on its knuckles like a gorilla.

Combat

Goristros are incapable of subtlety and have only a feral grasp of combat tactics. They usually charge into battle and beat enemies with their massive fists until the fight is over. They use their stamp ability if they're outnumbered by smaller creatures. Unlike other tanar'ri, goristros cannot summon other tanar'ri.

Stamp (Ex): By stamping its massive feet on the ground, a goristro can produce a shock wave that sends its foes careening off-balance. The shock lasts 1 round, during which time creatures on the ground within 60 feet of the goristro can't move or attack. Spellcasters within range must make successful Concentration checks (DC 20 + spell level) or lose any spells they try to cast. All creatures standing in range must make Reflex saves or fall down. Most structures on open ground and caverns underground collapse, dealing 8d6 points of damage to those caught within or beneath the rubble (Reflex DC 15 half). The goristro can stamp this way three times per day.

Spell-Like Abilities: At will-fear as the spell cast by a 10th-level sorcerer (save DC = 11 + spell level). A goristrocan continuously use see invisibility as the spell cast by a 10th-level sorcerer.
Rock Throwing (Ex): Goristro are trained to throw rocks weighing 60 to 80 pounds. These missiles have a range increment of 140 feet.

HEZROU

from Monster Manual 3.5

Large Outsider (Chaotic, Extraplanar, Evil)

Hit Dice: 10d8+93 (138 hp)

Initiative: +0

Speed: 30 ft. (6 squares)

Armor Class: 23 (-1 size, +14 natural) touch 9, flat-footed 23

Base Attack/Grapple: +10/+19

Attack: Bite +14 melee (4d4+5)

Full Attack: Bite +14 melee (4d4+5) and 2 claws +9 melee (1d8+2)

Space/Reach: 10 ft./10 ft.

Special Attacks: Spell-like abilities, stench, improved grab, summon demon

Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 19, telepathy 100 ft.

Saves: Fort +16, Ref +7, Will +9

Abilities: Str 21, Dex 10, Con 29, Int 14, Wis 14, Cha 18

Skills: Climb +18, Concentration +22, Hide +13, Escape Artist +13, Intimidate +17, Listen +23, Move Silently +13, Search +15, Spellcraft +15, Spot +23, Survival +2 (+4 following tracks), Use Rope +0 (+2 with bindings)

Feats: Blind-Fight, Cleave, Power Attack, Toughness

Environment: A chaotic evil-aligned plane

Organization: Solitary or gang (2-4)

Challenge Rating: 11

Treasure: Standard

Alignment: Always chaotic evil

Advancement: 11-15 HD (Large); 16-30 HD (Huge)

Level Adjustment: +9

 

A hezrou can walk both upright and on all fours, but it always fights standing up.

A hezrou is about 8 feet tall and weighs about 750 pounds.

Combat

Hezrous enjoy melee combat even more than vrocks do. They eagerly press a attack deep into the heart of enemy forces, so their stench can take effect as quickly as possible. They enter most battles by using blasphemy, and follow it with an occasional chaos hammer or unholy blight, depending on the alignment of their opponents.

A hezrou's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Improved Grab (Ex): To use this ability, a hezrou must hit with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Spell-Like Abilities: At will-chaos hammer (DC 18), greater teleport (self plus 50 pounds of objects only), unholy blight (DC 18); 3/day-blasphemy (DC 21), gaseous form. Caster level 13th. The save DCs are Charisma-based.

Stench (Ex): A hezrou's skin produces a foul-smelling, toxic liquid whenever it fights. Any living creature (except other demons) within 10 feet must succeed on a DC 24 Fortitude save or be nauseated for as long as it remains within the affected area and for 1d4 rounds afterward. Creatures that successfully save are sickened for as long as they remain in the area. A creature that successfully saves cannot be affected again by the same hezrou's stench for 24 hours. A delay poison or neutralize poison spell removes either condition from one creature. Creatures that have immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.. The save DC is Constitution-based.

Summon Demon (Sp): Once per day a hezrou can attempt to summon 4d10 dretches or another hezrou with a 35% chance of success. This ability is the equivalent of a 4th-level spell.

Skills: Hezrous have a +8 racial bonus on Listen and Spot checks.

MARILITH

from Monster Manual 3.5

Large Outsider (Chaotic, Extraplanar, Evil)

Hit Dice: 16d8+144 (216 hp)

Initiative: +4

Speed: 40 ft. (8 squares)

Armor Class: 29 (-1 size, +4 Dex, +16 natural), touch 13, flat-footed 25

Base Attack/Grapple: +16/+29

Attack: Longsword +25 melee (2d6+9/19-20) or slam +24 melee (1d8+9) or tail slap +24 melee (4d6+9)

Full Attack: Primary longsword +25/+20/+15/+10 melee (2d6+9/19-20) and 5 longswords +25 melee (2d6+4/19-20) and tail slap +22 melee (4d6+4); or 6 slams +24 melee (1d8+9) and tail slap +22 melee (4d6+4)

Space/Reach: 10 ft./10 ft.

Special Attacks: Constrict 4d6+13, improved grab, spell-like abilities, summon demon

Special Qualities: Damage reduction 10/good and cold iron, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 25, telepathy 100 ft.

Saves: Fort +19, Ref +14, Will +14

Abilities: Str 29, Dex 19, Con 29, Int 18, Wis 18, Cha 24

Skills: Bluff +26, Concentration +28, Diplomacy +30, Disguise +7 (+9 acting), Hide +19, Intimidate +28, Listen +31, Move Silently +23, Search 23, Sense Motive +23, Spellcraft +23 (+25 scrolls), Spot +31, Survival +4 (+6 following tracks), Use Magic Device +26 (+28 scrolls)

Feats: Combat Expertise, Combat Reflexes, Multiattack, Multiweapon Fighting, Power Attack, Weapon Focus (longsword)

Environment: A chaotic evil-aligned plane

Organization: Solitary or pair

Challenge Rating: 17

Treasure: Standard coins; double goods; standard items, plus 1d4 magic weapons

Alignment: Always chaotic evil

Advancement: 17-20 HD (Large); 21-48 HD (Huge)

Level Adjustment: -

 

A marilith usually holds a longsword in each of its six hands and wears many bangles and jewels.

A marilith stands about 9 feet tall and measures about 20 feet from head to tip of tail. It weighs about 4,000 pounds.

Combat

Though mariliths thrive on grand strategy and army-level tactics, they love physical combat and never pass up an opportunity to fight. Each of a marilith's six arms can wield a weapon, and the creature gets an additional three weapon attacks with its primary arm. Mariliths seldom rush headlong into battle, however, preferring to hang back and size up the situation first. They always seek to gain the best possible advantage from the local terrain, obstacles, and any vulnerability or weakness in their opponents.

A marilith's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Constrict (Ex): A marilith deals 4d6+13 points of damage with a successful grapple check. The constricted creature must succeed on a DC 27 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.

Improved Grab (Ex): To use this ability, a marilith must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.

Spell-Like Abilities: At will-align weapon, blade barrier (DC 23), magic weapon, project image (DC 23), polymorph, see invisibility, telekinesis (DC 22), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 25). Caster level 16th. The save DCs are Charisma-based.

Summon Demon (Sp): Once per day a marilith can attempt to summon 4d10 dretches, 1d4 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or another marilith with a 20% chance of success. This ability is the equivalent of a 5th-level spell.

True Seeing (Su): Mariliths continuously use this ability, as the spell (caster level 16th).

Skills: Mariliths have a +8 racial bonus on Listen and Spot checks.

Feats: In combination with its natural abilities, a marilith's Multiweapon Fighting feat allows it to attack with all its arms at no penalty.

NALFESHNEE

from Monster Manual 3.5

Huge Outsider (Chaotic, Extraplanar, Evil)

Hit Dice: 14d8+112 (175 hp)

Initiative: +1

Speed: 30 ft. (6 squares), fly 40 ft. (poor)

Armor Class: 27 (-2 size, +1 Dex, +18 natural) touch 9, flat-footed 26

Base Attack/Grapple: +14/+29

Attack: Bite +20 melee (2d8+7)

Full Attack: Bite +20 melee (2d8+7) and 2 claws +17 melee (1d8+3)

Space/Reach: 15 ft./15 ft.

Special Attacks: Smite, spell-like abilities, summon demon

Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 22, telepathy 100 ft., true seeing

Saves: Fort +17, Ref +10, Will +15

Abilities: Str 25, Dex 13, Con 27, Int 22, Wis 22, Cha 20

Skills: Bluff +22, Concentration +25, Diplomacy +26, Disguise +5 (+7 acting), Hide +10, Intimidate +22, Knowledge (arcana) +23, Listen +31, Move Silently +18, Search +23, Sense Motive +23, Spellcraft +25 (+27 scrolls), Spot +31, Survival +6 (+8 following tracks), Use Magic Device +22 (+24 scrolls)

Feats: Cleave, Improved Bull Rush, Multiattack, Power Attack, Weapon Focus (bite)

Environment: A chaotic evil-aligned plane

Organization: Solitary or troupe (1 nalfeshnee, 1 hezrou, and 2-5 vrocks)

Challenge Rating: 14

Treasure: Standard coins; double goods; standard items

Alignment: Always chaotic evil

Advancement: 15-20 HD (Huge); 21-42 HD (Gargantuan)

Level Adjustment: -

 

A nalfeshnee can fly despite its small wings.

A nalfeshnee is more than 20 feet tall and weighs 8,000 pounds.

Combat

When fulfilling their duties in the underworld, nalfeshnees usually disdain combat as being beneath them. Given the opportunity, they succumb to blood lust and do battle. They disable opponents with their smite ability and slaughter them while they can't fight back.

A nalfeshnee's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Smite (Su): Three times per day a nalfeshnee can create a nimbus of unholy light. When the demon triggers the ability, rainbow-colored beams play around its body. One round later they burst in a 60-foot radius. Any creature within this area must succeed on a DC 22 Will save or be dazed for 1d10 rounds as visions of its worst fears hound it. The creature receives its full Dexterity and shield bonuses to AC if attacked but can take no actions. Other demons are immune to this effect. The save DC is Charisma-based.

Spell-Like Abilities: At will-call lightning (DC 18), feeblemind (DC 20), greater dispel magic, slow (DC 18), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 23). Caster level 12th. The save DCs are Charisma-based.

Summon Demon (Sp): Twice per day a nalfeshnee can attempt to summon 1d4 vrocks, 1d4 hezrous, or one glabrezu with a 50% chance of success, or another nalfeshnee with a 20% chance of success. This ability is the equivalent of a 5th-level spell.

True Seeing (Su): Nalfeshnees continuously use true seeing, as the spell (caster level 14th).

Skills: Nalfeshnees have a +8 racial bonus on Listen and Spot checks.

RUTTERKIN

from Book of Vile Darkness

Medium-Size Outsider (Chaotic, Evil)

Hit Dice: 5d8+ 10 (32 hp)

Initiative: +2

Speed; 20ft

AC: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16

Attacks: Double axe +5 melee and double axe +5 melee or 2 claws +7 melee

Damage: Double axe ld8+2/X3 (primary), double axe 1d8+1/X3 (off hand), claw ld6+2

Face/Reach: 5 ft. by 5 ft/5 ft.

Special Attacks: Spell-like abilities

Special Qualities: DR 5/silver, outsider traits, SR 14, summon tanar'ri, tanar'ri traits

Saves: Fort+6, Ref+6,Will+5

Abilities: Str 14, Dex 15, Con 14, Int 9, Wis 12, Cha 10

Skills: Climb +8, Intimidate +5, Jump +10, Listen +5, Move Silently +6, Spot +5, Tumble +8

Feats:

Ambidexterity, Two-Weapon

Fighting

Climate/Terrain: Any land and underground

Organization: Solitary or gang (3-10)

Challenge Rating: 3

Treasure: Standard

Alignment! Always chaotic evil

Advancement: 6-10 HD (Medium-size);

11-15 HD (Large)

 

Rough, crude, and bestial, rutterkins understand nothing but brute force. These bullying demons are mean and cruel, trapped in a life of never-ending pain, unhappy unless they are inflicting violence. They roam the Abyss in gangs, avoiding those more powerful and hunting those weaker (or even a solitary powerful creature if they can gang up an it). These demons are outcasts even in the Abyss. Of all other demons, only the chasmes treat them as allies, and that is only because they find rutterkins easy to master and dominate. Rutterkin are the misshapen results of the foul and chaotic energies that course through the Abyss, formed in a process not unlike the disease known as warp touch. As such, they are always in pain and frequently howl and grimace, writhing and contorting as their corrupted bodies mutate with no rhyme or reason. The forms the rutterkins are cursed with are not always the most efficient, and about 10% of the time, a rutterkin encountered is so malformed that one of its arms does not work, or its limp actually slows its speed by 10 feet.

Standing 5 to 7 feet tall, these twisted, malformed creatures usually are hunched over, walking with a stagger or limp. Their skulls are pointed, their eyes small and vicious, and their features asymmetrical and deformed. Their mot-tied green and blue-violet skin is nearly hairless. No two look exactly alike.

Combat

Rutterkins prefer the use of weapons, and a few even wear armor. They mainly use double axes with crescent-shaped blades, but occasionally one wields a longs word with a serrated edge (usually with a shield) or one of the weapons described below. As demons go, rutterkins have few spell-like or supernatural abilities, and they rarely think of valuable or interesting ways of using the abilities they do have.

Spell-Like Abilities: At will-darkness, cause fear, telekinesis, l/day-desecrate. Caster level 6th; save DC 10 + spell level.

Summon Tanar'ri (Sp): Once per day a rutterkin can attempt to summon 1 rutterkin with a 35% chance of success or 1 chasme with a 10% chance of success.

Rutterkin Weapons

A rutterkins double axe has the same weapon statistics as an orc double axe. In addition, a rutterkin can use a snap-tong or a three-armed blade.

Snap-Tong: Many rutterkins carry this Large exotic weapon rather than a double axe. A snap-tong deals 2d6 points of piercing damage, threatens a critical hit on a 20, and deals double damage on a critical hit A wielder that hits an opponent of Small to Large size may attempt to start a grapple as a free action without provoking an attack of opportunity. If the wielder gets a hold, the snap-tong grabs the opponent and deals 2d6 points of damage each round the hold is maintained. All rutterkins are proficient in the use of this weapon.

Three-Armed Blade: This exotic ranged weapon is a 1-foot wide, three-bladed wedge that is launched from a slinglike device. It has a range increment of 20 feet and deals 1d10 points of slashing damage. It threatens a critical hit on a 20 and deals double damage on a critical hit All rutterkins are proficient in its use.

QUASIT

from Monster Manual 3.5

Tiny Outsider (Chaotic, Extraplanar, Evil)

Hit Dice: 3d8 (13 hp)

Initiative: +7

Speed: 20 ft. (4 squares), fly 50 ft. (perfect)

Armor Class: 18 (+2 size, +3 Dex, +3 natural), touch 15, flat-footed 15

Base Attack/Grapple: +3/-6

Attack: Claw +8 melee (1d3-1 plus poison)

Full Attack: 2 claws +8 melee (1d3-1 plus poison) and bite +3 melee (1d4-1)

Space/Reach: 2-1/2 ft./0 ft.

Special Attacks: Poison, spell-like abilities

Special Qualities: Alternate form, damage reduction 5/cold iron or good, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 10

Saves: Fort +3, Ref +6, Will +4

Abilities: Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10

Skills: Bluff +6, Diplomacy +2, Disguise +0 (+2 acting), Hide +17, Intimidate +2, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +6

Feats: Improved Initiative, Weapon Finesse

Environment: A chaotic evil-aligned plane

Organization: Solitary

Challenge Rating: 2

Treasure: None

Alignment: Always chaotic evil

Advancement: 4-6 HD (Tiny)

Level Adjustment: - (Improved Familiar)

 

In its natural form, a quasit stands about 1-1/2 feet tall and weighs about 8 pounds.

Quasits speak Common and Abyssal.

Combat

Although quasits thirst for victory and power as other demons do, they are cowards at heart. They typically attack from ambush, using their alternate form ability and invisibility to get within reach, then try to scuttle away. When retreating, they use their cause fear ability to deter pursuit.

A quasit's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.

Spell-Like Abilities: At will-detect good, detect magic, and invisibility (self only); 1/day-cause fear (as the spell, except that its area is a 30-foot radius from the quasit, save DC 11). Caster level 6th.

The save DCs are Charisma-based.

Once per week a quasit can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).

Alternate Form (Su): A quasit can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 12th), except that a quasit does not regain hit points for changing form, and any individual quasit can assume only one or two forms no larger than Medium. Common forms include bat, monstrous centipede, toad, and wolf. A quasit in alternate form loses its poison attack.

SUCCUBUS

from Monster Manual 3.5

Medium Outsider (Chaotic, Extraplanar, Evil)

Hit Dice: 6d8+6 (33 hp)

Initiative: +1

Speed: 30 ft. (6 squares), fly 50 ft. (average)

Armor Class: 20 (+1 Dex, +9 natural), touch 11, flat-footed 19

Base Attack/Grapple: +6/+7

Attack: Claw +7 melee (1d6+1)

Full Attack: 2 claws +7 melee (1d6+1)

Space/Reach: 5 ft./5 ft.

Special Attacks: Energy drain, spell-like abilities, summon demon

Special Qualities: Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 18, telepathy 100 ft., tongues

Saves: Fort +6, Ref +6, Will +7

Abilities: Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 26

Skills: Bluff +19, Concentration +10, Diplomacy +12, Disguise +17* (+19 acting), Escape Artist +10, Hide +10, Intimidate +19, Knowledge (any one) +12, Listen +19, Move Silently +10, Search +12, Spot +19, Survival +2 (+4 following tracks), Use Rope +1 (+3 with bindings)

Feats: Dodge, Mobility, Persuasive

Environment: A chaotic evil-aligned plane

Organization: Solitary

Challenge Rating: 7

Treasure: Standard

Alignment: Always chaotic evil

Advancement: 7-12 HD (Medium)

Level Adjustment: +6

 

A succubus is 6 feet tall in its natural form and weighs about 125 pounds.

Combat

Succubi are not warriors. They flee combat whenever they can. If forced to fight, they can attack with their claws, but they prefer to turn foes against one another. Succubi use their polymorph ability to assume humanoid guise, and can maintain this deception indefinitely. Their preferred tactic when dealing with heroes is to feign friendship and create an opportunity to be alone with one of them, whereupon the succubus applies her life-draining kiss. Succubi are not above taking on the role of a damsel in distress when encountered within a dungeon.

A succubus's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Energy Drain (Su): A succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The succubus's kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the succubus. The victim must succeed on a DC 21 Will save to negate the effect of the suggestion. The DC is 21 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.

Spell-Like Abilities: At will-charm monster (DC 22), detect good, detect thoughts (DC 20), ethereal jaunt (self plus 50 pounds of objects only), polymorph (humanoid form only, no limit on duration), suggestion (DC 21), greater teleport (self plus 50 pounds of objects only). Caster level 12th. The save DCs are Charisma-based.

Summon Demon (Sp): Once per day a succubus can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd-level spell.

Tongues (Su): A succubus has a permanent tongues ability (as the spell, caster level 12th). Succubi usually use verbal communication with mortals.

Skills: Succubi have a +8 racial bonus on Listen and Spot checks.

*While using her alter self ability, a succubus gains a +10 circumstance bonus on Disguise checks.

VROCK

from Monster Manual 3.5

Large Outsider (Chaotic, Extraplanar, Evil)

Hit Dice: 10d8+70 (115 hp)

Initiative: +2

Speed: 30 ft. (6 squares), fly 50 ft. (average)

Armor Class: 22 (-1 size, +2 Dex, +11 natural), touch 11, flat-footed 20

Base Attack/Grapple: +10/+20

Attack: Claw +15 melee (2d6+6)

Full Attack: 2 claws +15 melee (2d6+6) and bite +13 melee (1d8+3) and 2 talons +13 melee (1d6+3)

Space/Reach: 10 ft./10 ft.

Special Attacks: Dance of ruin, spell-like abilities, spores, stunning screech, summon demo

Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 17, telepathy 100 ft.

Saves: Fort +14, Ref +9, Will +10

Abilities: Str 23, Dex 15, Con 25, Int 14, Wis 16, Cha 16

Skills: Concentration +20, Diplomacy +5, Hide +11, Intimidate +16, Knowledge (any one) +15, Listen +24, Move Silently +15, Search +15, Sense Motive +16, Spellcraft +15, Spot +24, Survival +3 (+5 following tracks)

Feats: Cleave, Combat Reflexes, Multiattack, Power Attack

Environment: A chaotic evil-aligned plane

Organization: Solitary, pair, gang (3-5), or squad (6-10)

Challenge Rating: 9

Treasure: Standard

Alignment: Always chaotic evil

Advancement: 11-14 HD (Large); 15-30 HD (Huge)

Level Adjustment: +8

 

A vrock is about 8 feet tall and weighs about 500 pounds.

Combat

Vrocks are vicious fighters who like to fly down into the enemy and cause as much damage as possible. They prance about in battle, taking briefly to the air and bringing their clawed feet into play. Despite their advantage in mobility, the vrocks' deep love of battle frequently leads them into melee combats against heavy odds.

A vrock's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Dance of Ruin (Su): To use this ability, a group of at least three vrocks must join hands in a circle, dancing wildly and chanting.

At the end of 3 rounds of dancing, a wave of crackling energy flashes outward in a 100-foot radius. All creatures except for demons within the radius take 20d6 points of damage (Reflex DC 18 half ). Stunning, paralyzing, or slaying one of the vrocks stops the dance. The save DC is Charisma-based.

Spell-Like Abilities: At will-mirror image, telekinesis (DC 18), greater teleport (self plus 50 pounds of objects only); 1/day-heroism. Caster level 12th. The save DCs are Charisma-based.

Spores (Ex): A vrock can release masses of spores from its body once every 3 rounds as a free action. The spores automatically deal 1d8 points of damage to all creatures adjacent to the vrock. They then penetrate the skin and grow, dealing an additional 1d4 points of damage each round for 10 rounds. At the end of this time, the victim is covered with a tangle of viny growths. (The vines are harmless and wither away in 1d4 days.) A delay poison spell stops the spores' growth for its duration. Bless, neutralize poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water.

Stunning Screech (Su): Once per hour a vrock can emit a piercing screech. All creatures except for demons within a 30-foot radius must succeed on a DC 22 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.

Summon Demon (Sp): Once per day a vrock can attempt to summon 2d10 dretches or another vrock with a 35% chance of success. This ability is the equivalent of a 3rd-level spell.

Skills: Vrocks have a +8 racial bonus on Listen and Spot checks.