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Monsters D-De


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MONSTERS (D-De)

DARKMANTLE


Small Magical Beast

Hit Dice:

1d10+1 (6 hp)

Initiative:

+4

Speed:

20 ft. (4 squares), fly 30 ft. (poor)

Armor Class:

17 (+1 size, +6 natural), touch 11, flat-footed 17

Base Attack/Grapple:

+1/+0

Attack:

Slam +5 melee (1d4+4)

Full Attack:

Slam +5 melee (1d4+4)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Darkness, improved grab, constrict 1d4+4

Special Qualities:

Blindsight 90 ft.

Saves:

Fort +3, Ref +2, Will +0

Abilities:

Str 16, Dex 10, Con 13, Int 2, Wis 10, Cha 10

Skills:

Hide +10, Listen +5*, Spot +5*

Feats:

Improved Initiative

Environment:

Underground

Organization:

Solitary, pair, clutch (3–9), or swarm (6–15)

Challenge Rating:

1

Treasure:

None

Alignment:

Always neutral

Advancement:

2–3 HD (Small)

Level Adjustment:

The darkmantle hangs from a ceiling by a muscular “foot” at the top of its body. It can look like a stalactite, by holding its tentacles stiffly under itself, or like a lump of rock, spreading its tentacles so the membrane between them covers its body. Its shell and skin usually resemble limestone, but a darkmantle can change its color to match almost any type of stony background.
A darkmantle is about 4 feet long from the tips of its tentacles to the top of its head. It weighs about 30 pounds.
COMBAT
A darkmantle attacks by dropping onto its prey and wrapping its tentacles around the opponent’s head. Once attached, it squeezes and tries to suffocate the foe. A darkmantle that misses its initial attack often flies up and tries to drop on the opponent again.
Darkness (Su): Once per day a darkmantle can cause darkness as the darkness spell (caster level 5th). It most often uses this ability just before attacking.
Improved Grab (Ex): To use this ability, a darkmantle must hit a Large or smaller creature with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
If it wins the grapple check, it attaches to the opponent’s head and can constrict.
Constrict (Ex): A darkmantle deals 1d4+4 points of damage with a successful grapple check.
Blindsight (Ex): A darkmantle can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allows it to ascertain objects and creatures within 90 feet. A silence spell negates this ability and effectively blinds the darkmantle.
Skills: A darkmantle has a +4 racial bonus on Listen and Spot checks.
These bonuses are lost if its blindsight is negated. The creature’s variable coloration gives it a +4 racial bonus on Hide checks.

DELVER


Huge Aberration

Hit Dice:

15d8+78 (145 hp)

Initiative:

+5

Speed:

30 ft. (6 squares), burrow 10 ft.

Armor Class:

24 (–2 size, +1 Dex, +15 natural), touch 9, flat-footed 23

Base Attack/Grapple:

+11/+27

Attack:

Slam +17 melee (1d6+8 plus 2d6 acid)

Full Attack:

2 slams +17 melee (1d6+8 plus 2d6 acid)

Space/Reach:

15 ft./10 ft.

Special Attacks:

Corrosive slime

Special Qualities:

Darkvision 60 ft., immunity to acid, stone shape, tremorsense 60 ft.

Saves:

Fort +12, Ref +6, Will +11

Abilities:

Str 27, Dex 13, Con 21, Int 14, Wis 14, Cha 12

Skills:

Knowledge (dungeoneering) +14, Knowledge (nature) +4, Listen +20, Move Silently +17, Spot +20, Survival +14 (+16 underground)

Feats:

Alertness, Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Toughness

Environment:

Underground

Organization:

Solitary

Challenge Rating:

9

Treasure:

None

Alignment:

Usually neutral

Advancement:

16–30 HD (Huge); 31–45 HD (Gargantuan)

Level Adjustment:

A delver is about 15 feet long and 10 feet wide. It weighs about 6,000 pounds.
Delvers speak Terran and Undercommon.
COMBAT
A delver prefers to fight from its tunnel, which it uses to protect its flanks while lashing out with its flippers.
A delver expecting trouble may honeycomb an area with tunnels, leaving most closed with layers of stone 1 or 2 inches thick.
The delver can quickly dissolve the stone cover and pop up to attack unexpectedly.
Corrosive Slime (Ex): A delver produces a mucuslike slime that contains a highly corrosive substance. The slime is particularly effective against stone. A delver’s mere touch deals 2d6 points of acid damage to organic creatures or objects. Against metallic creatures or objects, a delver’s slime deals 4d8 points of damage, and against stony creatures (including earth elementals) or objects it deals 8d10 points of damage. A slam attack by a delver leaves a patch of slime that deals 2d6 points of damage on contact and another 2d6 points of damage in each of the next 2 rounds. A large quantity (at least a quart) of water or weak acid, such as vinegar, washes off the slime. An opponent’s armor and clothing dissolve and become useless immediately unless the wearer succeeds on a DC 22 Reflex save. Weapons that strike a delver also dissolve immediately unless the wielder succeeds on a DC 22 Reflex save. A creature attacking a delver with natural weapons takes damage from its slime each time an attack hits unless the creature succeeds on a DC 22 Reflex save. These save DCs are Constitution-based.
Stone Shape (Ex): A delver can alter its slime to temporarily soften stone instead of dissolving it. Once every 10 minutes, a delver can soften and shape up to 25 cubic feet of stone, as a stone shape spell (caster level 15th).

DEMON
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.

BABAU


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.

DRETCH


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.

QUASIT


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.
Commune (Sp): per week a quasit can ask six questions of a a dark deity or greater demon on its home plane. quasit can ask one question per round for six rounds, and the communeends if the quasit lags, discusses the answers, goes off to do something else, or otherwise chooses to end the effect. questions asked generally can only be answered with a simple yes or no, or single word. Answers are correct within the limits of the contacted entity's knowledge, although "unclear" is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the entity's interests, a short phrase (five words or less) may be given as an answer instead. It takes 10 minutes for the quasit to prepare the commune before asking questions
Alternate Form (Su): A quasit can assume another form at will as a standard action. Each quasit can assume one or two forms from the following list: bat, Small or Medium monstrous centipede, toad, and wolf.
SUCCUBUS


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 change shape 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), 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.
Change Shape (Su): A succubus can assume the form of any Small or Medium humanoid.
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 change shape ability, a succubus gains a +10 circumstance bonus on Disguise checks.

VROCK


Large Outsider (Chaotic, Extraplanar, Evil)

Hit Dice:

10d8+70 (115 hp)

Initiative:

+2

Speed:

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

Armor Class:

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

Base Attack/Grapple:

+10/+20

Attack:

Claw +15 melee (2d6+6)

Full Attack:

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

Space/Reach:

10 ft./10 ft.

Special Attacks:

Dance of ruin, spell-like abilities, spores, stunning screech, summon demon

Special Qualities:

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

Saves:

Fort +14, Ref +9, Will +10

Abilities:

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

Skills:

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

Feats:

Cleave, Combat Reflexes, Multiattack, Power Attack

Environment:

A chaotic evil-aligned plane

Organization:

Solitary, pair, gang (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.

DERRO


Small Monstrous Humanoid

Hit Dice:

3d8+3 (16 hp)

Initiative:

+6

Speed:

20 ft. (4 squares)

Armor Class:

19 (+1 size, +2 Dex, +2 natural, +3 studded leather armor, +1 buckler), touch 13, flat-footed 17

Base Attack/Grapple:

+3/–1

Attack:

Short sword +4 melee (1d4/19–20) or repeating light crossbow +6 ranged (1d6/19–20 plus poison)

Full Attack:

Short sword +4 melee (1d4/19–20) or repeating light crossbow +6 ranged (1d6/19–20 plus poison)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Poison use, spell-like abilities, sneak attack +1d6

Special Qualities:

Madness, spell resistance 15 vulnerability to sunlight

Saves:

Fort +2, Ref +5, Will +6

Abilities:

Str 11, Dex 14, Con 13, Int 10, Wis 5*, Cha 16*

Skills:

Bluff +5, Hide +10, Listen +1, Move Silently +8

Feats:

Blind-Fight, Improved Initiative

Environment:

Underground

Organization:

Team (2–4), squad (5–8 plus 1 3rd-level sorcerer), or band (11–20 plus 30% noncombatants plus 3 3rd-level sorcerers and 1 sorcerer of 5th–8th level)

Challenge Rating:

3

Treasure:

Standard coins; double goods; standard items

Alignment:

Usually chaotic evil

Advancement:

By character class

Level Adjustment:

(+2 if sane)

Derro are afflicted by a form of racial madness, which most often manifests as delusions of grandeur coupled with an overpowering urge to inflict torment on other creatures. Derro are capable of holding their murderous impulses in check for short periods of time in order to cooperate with creatures of other races, but such arrangements rarely last more than a few weeks. Of course, no derro is capable of recognizing that he is out of his mind.
COMBAT
Derro are stealthy and bloodthirsty. They like to carefully arrange cruel traps and deadly ambushes, and strike savagely from hiding. They delight in taking captives who can be tortured to death later, and favor traps and poisons that disable without killing.
Madness (Ex): Derro use their Charisma modifier on Will saves instead of their Wisdom modifier, and have immunity to confusion effects. A derro cannot be restored to sanity by any means.
*The racial madness of the derro provides a +6 bonus to their Charisma scores and a –6 penalty to their Wisdom scores. A derro restored to sanity gains 6 points of Wisdom and loses 6 points of Charisma.
Poison Use (Ex): Derro typically carry 2d4 doses of greenblood oil or Medium monstrous spider venom, applying it to their crossbow bolts. Derro are not at risk of poisoning themselves when handling poison.
Sneak Attack (Ex): Any time a derro’s opponent is denied his Dexterity bonus to AC, or if a derro flanks his opponent, he deals an extra 1d6 points of damage. This ability is just like the rogue’s sneak attack and subject to the same limitations.
Spell-Like Abilities: At will―darkness, ghost sound; 1/day― daze (DC 13), sound burst (DC 15). Caster level 3rd. The save DCs are Charisma-based.
Vulnerability to Sunlight (Ex): A derro takes 1 point of Constitution damage for every hour it is exposed to sunlight, and it dies if its Constitution score reaches 0. Lost Constitution points are recovered at the rate of 1 per every 24-hour period spent underground or otherwise sheltered from the sun.
Skills: Derro have a +4 racial bonus on Hide and Move Silently checks.

DESTRACHAN


Large Aberration

Hit Dice:

8d8+24 (60 hp)

Initiative:

+5

Speed:

30 ft. (6 squares)

Armor Class:

18 (–1 size, +1 Dex, +8 natural), touch 10, flat-footed 17

Base Attack/Grapple:

+6/+14

Attack:

Claw +9 melee (1d6+4)

Full Attack:

2 claws +9 melee (1d6+4)

Space/Reach:

10 ft./5 ft.

Special Attacks:

Destructive harmonics

Special Qualities:

Blindsight 100 ft., immunities, protection from sonics

Saves:

Fort +5, Ref +5, Will +10

Abilities:

Str 18, Dex 12, Con 16, Int 12, Wis 18, Cha 12

Skills:

Hide +8, Listen +25, Move Silently +7, Survival +9

Feats:

Dodge, Improved Initiative, Lightning Reflexes

Environment:

Underground

Organization:

Solitary or pack (3–5)

Challenge Rating:

8

Treasure:

None

Alignment:

Usually neutral evil

Advancement:

9–16 HD (Large); 17–24 HD (Huge)

Level Adjustment:

The dungeon-dwelling destrachan looks like some bizarre, nonintelligent beast, but it’s an incredibly evil and crafty sadist. A destrachan has a pair of complex, three-part ears that it can adjust to be more or less sensitive to various sounds. It is blind, yet hunts with a sense of hearing more precise than most creatures’ sight.
From its tubular mouth a destrachan emits carefully focused harmonics, producing sonic energy so powerful it can shatter a stone wall. So skilled is a destrachan at controlling the sounds it emits that it can choose what type of material to affect with its attack.
A destrachan is about 10 feet long from its mouth to the tip of the tail and weighs about 4,000 pounds.
A destrachan speaks no language but understands Common. If a destrachan must communicate, it does so through action.
COMBAT
A destrachan uses its claws only as a last resort or to finish off foes weakened by its sonic attacks. It often enters battle with surprise if possible. It first focuses on destroying metal armor and weapons and then changes to harmonics that disrupt flesh.
Destructive Harmonics (Su): A destrachan can blast sonic energy in a cone up to 80 feet long. It can also use this attack to affect any creatures or objects within a 30-foot radius. It can tune the harmonics of this destructive power to affect different types of targets. All save DCs are Charisma-based.
Flesh: Disrupting tissue and rending bone, this attack deals 4d6 points of damage to all within the area (Reflex DC 15 half ).
Nerves: A destrachan can focus its harmonics to knock out foes rather than slay them. This attack deals 6d6 points of nonlethal damage to all within the area (Reflex DC 15 half ).
Material: When using this form of harmonics, a destrachan chooses wood, stone, metal, or glass. All objects made of that material within the area must succeed on a DC 15 Fortitude save or shatter. Objects (or portions of objects) that have up to 30 hit points are potentially affected by this attack.
Blindsight (Ex): A destrachan can use hearing to ascertain all foes within 100 feet as a sighted creature would.
Immunities: Destrachans have immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Protection from Sonics (Ex): While they can be affected by loud noises and sonic spells (such as ghost sound or silence), destrachans are less vulnerable to sonic attacks (+4 circumstance bonus on all saves) because they can protect their ears. A destrachan whose sense of hearing is impaired is effectively blinded, and all targets are treated as having total concealment.
Skills: A destrachan has a +10 racial bonus on Listen checks.

DEVIL
Devils are fiends from lawful evil-aligned planes.
Many devils are surrounded by a fear aura, which they use to break up powerful groups and defeat opponents piecemeal. Devils with spell-like abilities use their illusion abilities to delude and confuse foes as much as possible. A favorite trick is to create illusory reinforcements; enemies can never be entirely sure if a threat is only a figment or real summoned devils joining the fray.
Devil Traits: Most devils possesses the following traits (unless otherwise noted in a creature’s entry).
Immunity to fire and poison.
Resistance to acid 10 and cold 10.
See in Darkness (Su): Some devils can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Summon (Sp): Some devils share the ability to summon others of their kind (the success chance and type of devils summoned are noted in each monster description).
Telepathy.
Except when otherwise noted, devils speak Infernal, Celestial, and Draconic.

BEARDED DEVIL (BARBAZU)


Medium Outsider (Evil, Extraplanar, Lawful)

Hit Dice:

6d8+18 (45 hp)

Initiative:

+6

Speed:

40 ft. (8 squares)

Armor Class:

19 (+2 Dex, +7 natural) touch 12, flat-footed 17

Base Attack/Grapple:

+6/+8

Attack:

Glaive +9 melee (1d10+3 plus infernal wound) or claw +8 melee (1d6+2)

Full Attack:

Glaive +9/+4 melee (1d10+3 plus infernal wound) or 2 claws +8 melee (1d6+2)

Space/Reach:

5 ft./5 ft. (10 ft. with glaive)

Special Attacks:

Infernal wound, beard, battle frenzy, summon devil

Special Qualities:

Damage reduction 5/silver or good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 17, telepathy 100 ft.

Saves:

Fort +8, Ref +7, Will +5

Abilities:

Str 15, Dex 15, Con 17, Int 6, Wis 10, Cha 10

Skills:

Climb +11, Diplomacy +2, Hide +11, Listen +9, Move Silently +9, Sense Motive +9, Spot +9

Feats:

Improved Initiative, Power Attack, Weapon Focus (glaive)

Environment:

A lawful evil-aligned plane

Organization:

Solitary, pair, team (3–5), or squad (6–10)

Challenge Rating:

5

Treasure:

Standard

Alignment:

Always lawful evil

Advancement:

7–9 HD (Medium); 10–18 HD (Large)

Level Adjustment:

+6

Every bearded devil carries a sawtoothed glaive.
A bearded devil stands 6 feet tall and weighs about 225 pounds.
Combat
Bearded devils are aggressive and love to fight. They revel in their battle frenzy, spreading mayhem among their foes.
A bearded devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will― greater teleport (self plus 50 pounds of objects only). Caster level 12th.
Infernal Wound (Su): The damage a bearded devil deals with its glaive causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 16 Heal check or a cure spell. However, a character attempting to cast a cure spell on a creature damaged by a bearded devil’s glaive must succeed on a DC 16 caster level check, or the spell has no effect on the injured character.
A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The infernal wound is a supernatural ability of the bearded devil, not of the weapon. The check DC is Constitution-based.
Beard (Ex): If a bearded devil hits a single opponent with both claw attacks, it automatically hits with its beard. The affected creature takes 1d8+2 points of damage and must succeed on a DC 16 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). Damage is dealt each day until the afflicted creature succeeds on three consecutive Fortitude saves, the disease is cured magically, or the creature dies. The save DC is Constitution-based.
Battle Frenzy (Ex): Twice per day, a bearded devil can work itself into a battle frenzy similar to the barbarian’s rage (+4 Strength, +4 Constitution, +2 morale bonus on Will saves, –2 AC penalty). The frenzy lasts for 6 rounds, and the bearded devil suffers no ill effects afterward.
Summon Devil (Sp): Once per day a bearded devil can attempt to summon 2d10 lemures with a 50% chance of success, or another bearded devil with a 35% chance of success. This ability is the equivalent of a 3rd-level spell.

CHAIN DEVIL (KYTON)


Medium Outsider (Evil, Extraplanar, Lawful)

Hit Dice:

8d8+16 (52 hp)

Initiative:

+6

Speed:

30 ft. (6 squares)

Armor Class:

20 (+2 Dex, +8 natural), touch 12, flat-footed 18

Base Attack/Grapple:

+8/+10

Attack:

Chain +10 melee (2d4+2/19–20)

Full Attack:

2 chains +10 melee (2d4+2/19–20)

Space/Reach:

5 ft./5 ft. (10 ft. with chains)

Special Attacks:

Dancing chains, unnerving gaze

Special Qualities:

Damage reduction 5/silver or good, darkvision 60 ft., immunity to cold, regeneration 2, spell resistance 18

Saves:

Fort +8, Ref +8, Will +6

Abilities:

Str 15, Dex 15, Con 15, Int 6, Wis 10, Cha 12

Skills:

Climb +13, Craft (blacksmithing) +17, Escape Artist +13, Intimidate +12, Listen +13, Spot +13, Use Rope +2 (+4 with bindings)

Feats:

Alertness, Improved Critical (chain), Improved Initiative

Environment:

A lawful evil-aligned plane

Organization:

Solitary, gang (2–4), band (6–10), or mob (11–20)

Challenge Rating:

6

Treasure:

Standard

Alignment:

Always lawful evil

Advancement:

9–16 HD (Medium)

Level Adjustment:

+6

Kytons are humanlike devils, wrapped in chains instead of clothing. A chain devil is 6 feet tall and weighs about 300 pounds, chains included.
Chain devils speak Infernal and Common.
Combat
A chain devil attacks by flailing away with the spiked chains that serve as its clothing, armor, and weapons.
A chain devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Dancing Chains (Su): A chain devil’s most awesome attack is its ability to control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a chain devil can increase these chains’ length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the devil itself. If a chain is in another creature’s possession, the creature can attempt a DC 15 Will save to break the chain devil’s power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature’s possession. The save DC is Charisma-based.
A chain devil can climb chains it controls at its normal speed without making Climb checks.
Unnerving Gaze (Su): Range 30 ft., Will DC 15 negates. A chain devil can make its face resemble one of an opponent’s departed loved ones or bitter enemies. Those who fail their saves take a –2 penalty on attack rolls for 1d3 rounds. The save DC is Charisma-based.
Regeneration (Ex): Chain devils take normal damage from silvered weapons, good-aligned weapons, and spells or effects with the good descriptor. A chain devil that loses a piece of its body regrows it in 2d6x10 minutes. Holding the severed member against the stump enables it to reattach instantly.
Skills: Chain devils have a +8 racial bonus on Craft checks involving metalwork.

ERINYES


Medium Outsider (Evil, Extraplanar, Lawful)

Hit Dice:

9d8+45 (85 hp)

Initiative:

+5

Speed:

30 ft. (6 squares), fly 50 ft. (good)

Armor Class:

23 (+5 Dex, +8 natural) touch 15, flat-footed 18

Base Attack/Grapple:

+9/+14

Attack:

Longsword +14 melee (1d8+5/19–20) or +1 flaming composite longbow (+5 Str bonus) +15 ranged (1d8+6/x3 plus 1d6 fire) or rope +14 ranged (entangle)

Full Attack:

Longsword +14/+9 melee (1d8+5/19–20) or +1 flaming composite longbow (+5 Str bonus) +15/+10 ranged (1d8+6/x3 plus 1d6 fire) or rope +14 ranged (entangle)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Entangle, spell-like abilities, summon devil

Special Qualities:

Damage reduction 5/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 20, telepathy 100 ft., true seeing

Saves:

Fort +11, Ref +11, Will +10

Abilities:

Str 21, Dex 21, Con 21, Int 14, Wis 18, Cha 20

Skills:

Concentration +17, Diplomacy +7, Escape Artist +17, Hide +17, Knowledge (any two) +14, Listen +16, Move Silently +17, Search +14, Sense Motive +16, Spot +16, Survival +4 (+6 following tracks), Use Rope +5 (+7 with bindings)

Feats:

DodgeB, MobilityB, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run

Environment:

A lawful evil-aligned plane

Organization:

Solitary

Challenge Rating:

8

Treasure:

Standard, plus rope and +1 flaming composite longbow (+5 Str bonus)

Alignment:

Always lawful evil

Advancement:

10–18 HD (Medium)

Level Adjustment:

+7

Unlike other devils, erinyes appear attractive to humans, resembling very comely women or men. An erinyes stands about 6 feet tall and weighs about 150 pounds.
Erinyes speak Infernal, Celestial, and Draconic.
Combat
Erinyes prefer to engage in combat from a distance. They use charm monster to distract or disorganize their opponents, then rain down fiery arrows from above.
An erinyes’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Entangle (Ex): Each erinyes carries a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell (caster level 16th). An erinyes can hurl its rope 30 feet with no range penalty. Typically, an erinyes entangles a foe, lifts it into the air, and drops it from a great height.
Spell-Like Abilities: At will―greater teleport (self plus 50 pounds of objects only), charm monster (DC 19), minor image (DC 17). Caster level 12th. The save DCs are Charisma-based.
Unholy Blight (Sp): At will, an erinyes can produce a 20ft radius spread of a cold, cloying miasma of greasy darkness that harms only non-evil creatures. The devil can create this effect at any point within 220ft of itself.
The effect deals 5d8 points of damage to a good creature (or 10d6 to a good outsider) and causes it to be sickened for 1d4 rounds. A successful Will save (DC19) reduces damage to half and negates the sickened effect. The sickened condition cannot be negated by remove disease, but remove curse is effective. The effect deals only half damage to creatures who are neither evil nor good, and they are not sickened. Such a creature can reduce the damage in half again (down to one-quarter) with a successful Will save. The save DC is Charisma-based. This ability is equivalent to a 4th-level spell.
Summon Devil (Sp): Once per day an erinyes can attempt to summon 2d10 lemures or 1d4 bearded devils with a 50% chance of success. This ability is the equivalent of a 3rd-level spell.
True Seeing (Su): Erinyes continuously use true seeing (caster level 14th).
Possessions: An erinyes owns a magical bow capable of setting on fire the arrows shot with it. Upon command, this +1 composite longbow (Str bonus +5) sheathes itself in fire. The fire does not harm the wielder, and remains until another command is given. The weapon deals an extra 1d6 points of fire damage on a successful hit. (As a ranged weapon, this item bestows the fire energy upon its ammunition.)

HELLCAT (BEZEKIRA)


Large Outsider (Evil, Extraplanar, Lawful)

Hit Dice:

8d8+24 (60 hp)

Initiative:

+9

Speed:

40 ft. (8 squares)

Armor Class:

21 (–1 size, +5 Dex, +7 natural), touch 14, flat-footed 16

Base Attack/Grapple:

+8/+18

Attack:

Claw +13 melee (1d8+6)

Full Attack:

2 claws +13 melee (1d8+6) and bite +8 melee (2d8+3)

Space/Reach:

10 ft./5 ft.

Special Attacks:

Improved grab, pounce, rake 1d8+3

Special Qualities:

Damage reduction 5/good, darkvision 60 ft., invisible in light, resistance to fire 10, scent, spell resistance 19, telepathy 100 ft.

Saves:

Fort +9, Ref +11, Will +8

Abilities:

Str 23, Dex 21, Con 17, Int 10, Wis 14, Cha 10

Skills:

Balance +16, Climb +17, Hide +13, Jump +21, Listen +17, Move Silently +20, Spot +13, Swim +17

Feats:

Dodge, Improved Initiative, Track

Environment:

A lawful evil-aligned plane

Organization:

Solitary, pair, or pride (6–10)

Challenge Rating:

7

Treasure:

None

Alignment:

Always lawful evil

Advancement:

9–10 HD (Large); 11–24 HD (Huge)

Level Adjustment:

While its appearance suggests it is incorporeal, a hellcats has a corporeal body and can be harmed by physical attacks.
Hellcats use a natural telepathy to communicate with one another and those they encounter. A hellcat measures about 9 feet long and weighs about 900 pounds.
Combat
A hellcat can hold its own in combat thanks to sharp claws and wicked fangs. It prefers to leap upon opponents, just as a lion does.
A hellcat’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Improved Grab (Ex): To use this ability, a hellcat must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex): If a hellcat charges, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +13 melee, damage 1d8+3.
Invisible in Light (Ex): A hellcat is invisible in any area lit well enough for a human to see. In a darkened area, it shows up as a faintly glowing outline visible up to 30 feet away (60 feet if the viewer has low-light vision). Magical darkness smothers the glow and conceals the outline.
Skills: Hellcats have a +4 racial bonus on Listen and Move Silently checks.

IMP


Tiny Outsider (Evil, Extraplanar, Lawful)

Hit Dice:

3d8 (13 hp)

Initiative:

+3

Speed:

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

Armor Class:

20 (+2 size, +3 Dex, +5 natural), touch 15, flat-footed 17

Base Attack/Grapple:

+3/–5

Attack:

Sting +8 melee (1d4 plus poison)

Full Attack:

Sting +8 melee (1d4 plus poison)

Space/Reach:

2-1/2 ft./0 ft.

Special Attacks:

Poison, spell-like abilities

Special Qualities:

Alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5

Saves:

Fort +3, Ref +6, Will +4

Abilities:

Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14

Skills:

Diplomacy +8, Hide +17, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks)

Feats:

Dodge, Weapon Finesse

Environment:

A lawful evil-aligned plane

Organization:

Solitary

Challenge Rating:

2

Treasure:

None

Alignment:

Always lawful evil

Advancement:

4–6 HD (Tiny)

Level Adjustment:

(Improved Familiar)

In its natural form, an imp stands almost 2 feet tall and weighs about 8 pounds.
Combat
Imps are craven, but not so timid as to pass up an opportunity for a surprise attack using their invisibility and alternate form ability. In its natural form, an imp attacks with the wicked stinger on its tail. It quickly flies out of reach if a foe manages to strike back effectively.
An imp’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-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, invisibility (self only); 1/day―suggestion (DC 15). Caster level 6th. The save DC is Charisma-based.
Commune (Sp): Once per week an imp can ask six questions of a a dark deity or greater devil on its home plane. The imp can ask one question per round for six rounds, and the commune ends if the imp lags, discusses the answers, goes off to do something else, or otherwise chooses to end the effect. The questions asked generally can only be answered with a simple yes or no, or single word. Answers are correct within the limits of the contacted entity's knowledge, although "unclear" is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient . In cases where a one-word answer would be misleading or contrary to the entity's interests, a short phrase (five words or less) may be given as an answer instead. It takes 10 minutes for the imp to prepare the commune before asking questions.
Alternate Form (Su): An imp can assume another form at will as a standard action. Each imp can assume one or two forms from the following list: Small or Medium monstrous spider, raven, rat, and boar.

LEMURE


Medium Outsider (Evil, Extraplanar, Lawful)

Hit Dice:

2d8 (9 hp)

Initiative:

+0

Speed:

20 ft. (4 squares)

Armor Class:

14 (+4 natural) touch 10, flat-footed 14

Base Attack/Grapple:

+2/+2

Attack:

Claw +2 melee (1d4)

Full Attack:

2 claws +2 melee (1d4)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Special Qualities:

Damage reduction 5/good or silver, darkvision 60 ft., immunity to fire and poison, mindless, resistance to acid 10 and cold 10, mindless, see in darkness

Saves:

Fort +3, Ref +3, Will +3

Abilities:

Str 10, Dex 10, Con 10, Int ―, Wis 11, Cha 5

Environment:

A lawful evil-aligned plane

Organization:

Solitary, pair, gang (3–5), swarm (6–15), or mob (10–40)

Challenge Rating:

1

Treasure:

None

Alignment:

Always lawful evil

Advancement:

3–6 HD (Medium)

Level Adjustment:

A lemure is about 5 feet tall and weighs about 100 pounds.
Lemures are mindless and cannot communicate, but they are sensitive to telepathic messages from other devils, typically obeying a devil’s mental commands.
Combat
Lemures surge toward anything they meet and try to claw it apart. Only a telepathic command from other devils or the complete destruction of the lemures can make them stop.
A lemure’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Mindless (Ex): Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

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