Showing posts with label Demon. Show all posts
Showing posts with label Demon. Show all posts

Thursday, November 16, 2017

Campaign Design - Bloodlines: Demon-Blooded

Demon-Blooded
(adapted from Unearthed Arcana)

A character with a demonic bloodline has one or more ancestors of demonic origin. The most common source of such a bloodline is a succubus, but any demon capable of taking humanoid form (and even some who cannot) might be responsible for for the character's unusual traits. Some demon-blooded individuals claim descent from the very Lords of Hell, with Gangyn, Halpas, Khil, Kivutar, Oxossi, and Sethra being the most frequently named culprits.

Characters with a demonic bloodline may bear some minor characteristic reminiscent of such an ancestor such as sinister glowing eyes, a faint smell of brimstone, or a love of brutality.

Demonic Bloodline Traits

Character Level
MinorIntermediateMajor
1st
--+2 on Move Silently checks
2nd
-+2 on Move Silently checksPower Attack
3rd
--Strength +1
4th
+2 on Move Silently checksPower AttackElectricity resistance 5 (Ex)
5th
--Demon affinity +21
6th
-Strength +1Smite good, once per day (Su)2
7th
--+2 on Hide checks
8th
Power AttackElectricity resistance 5 (Ex)Acid resistance 5 (Ex)
9th
--Constitution +1
10th
-Demon affinity +21+2 on saves vs. poison (Ex)
11th
--Demon affinity +41
12th
Strength +1Smite good, once per day (Su)2Fire resistance 5 (Ex)
13th
--+2 on Intimidate checks
14th
-+2 on Hide checksCleave
15th
--Charisma +1
16th
Electricity resistance 5 (Ex)Acid resistance 5 (Ex)Cold resistance 5 (Ex)
17th
--Demon affinity +61
18th
-Constitution +1+1 to natural armor
19th
--+2 on Spot checks
20th
Demon affinity +21+2 on saves vs. poison (Ex)Damage reduction 5/good
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with demons.
2 You can smite a good creature with a melee attack as a blackguard of your character level once per day.

Favored Class: Demon-Blooded individuals can replace their racial favored class with the Unholy Warrior class.

Exclusive Class: Demon-Blooded individuals can replace their racial exclusive class with the Hexblade class.

Special: A Demon-Blooded character may never take levels in the Paladin class.

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Monday, January 3, 2011

General Rules: Monsters - Demon, Manes

Demon, Manes (from the Book of Vile Darkness)
Small Outsider (Chaotic, Evil)

Hit Dice: 1d8 (4 hit points)
Initiative: +0
Speed: 20 feet
Armor Class: 14 (+1 size, +3 natural); touch 11, flat-footed 14
BAB/Grapple: +1/-3
Attack: Claw +2 melee (1d3, slashing, 20 x2)
Full Attack: 2 claws +2 melee (1d3, slashing, 20 x2) and bite +0 melee (1d4, bludgeoning, slashing, and piercing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: -
Special Qualities: Acidic cloud, demon traits, DR 5/+1, outsider traits
Saves: Fortitude +2, Reflex +2, Will -2
Abilities: Str 10, Int 3, Wis 3, Dex 10, Con 10, Cha 3
Skills: Climb +2, Jump +2
Feats: Multiattack
Environment: Any land and underground
Organization: Solitary, swarm (6 - 15), or horde (10 - 100)
Challenge Rating: 1
Treasure: None
Alignment: Always chaotic evil
Advancement: 2 - 6 Hit Dice (Small)

Formed directly from the souls of evil creature sent to the Hells for eternity, manes are the lowest of the demons, even lower than dretches. They have no magical abilities at all, and are almost mindless. They act more like wild beasts than anything else.

Manes are 2-foot tall humanoids with pale, bloated flesh riddled with maggots. Their white eyes show no sign of sentience, but their claws and jagged teeth betray their feral nature. Manes cannot speak, but can understand simple concepts spoken in any language (as a side effect of their limited use of demonic telepathy).

Combat
Manes are largely mindless, but devoted to savagery and fury. They obey their masters and throw themselves into battle heedless of danger, but they are slow, stupid, and largely ineffective combatants. As weak as they are, they can overcome foes by their numbers.

Acidic Cloud (Ex): When a manes dies, it dissolves into a cloud of noxious vapor. Anyone within 10 feet of a slain mane who fails a Reflex save (DC 20) takes 1d6 points of acid damage.

Demon Traits: Demons can communicate telepathically with any creature within 100 feet that has a language. Manes are immune to electricity and poison and they have acid resistance 20, cold resistance 20, and fire resistance 20.

Outsider Traits: A manes has darkvision with a range of 60 feet. It cannot be raised or resurrected.

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General Rules: Monsters - Demon, Shadow

Demon, Shadow (from the Book of Vile Darkness)
Medium Outsider (Chaotic, Evil, Incorporeal)

Hit Dice: 10d8 (45 hit points)
Initiative: +11
Speed: fly 40 feet (perfect)
Armor Class: 22 (+7 Dexterity, +5 deflection); touch 22, flat-footed 15
BAB/Grapple: +10/+17
Attack: Claw +17 melee touch (1d6 vile, slashing, 20 x2)
Full Attack: 2 claws +17 melee (1d6 vile, slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Improved grab, pounce, rake, spell-like abilities
Special Qualities: Darkness enhancement, flesh-ripping claws, immunities, incorporeal, light powerlessness, outsider traits
Saves: Fortitude +7, Reflex +16, Will +10
Abilities: Str -, Int 17, Wis 17, Dex 24, Con 10, Cha 20
Skills: Bluff +15, Concentration +10, Diplomacy +12, Hide +30, Intimidate +7, Knowledge: Arcana +16, Knowledge: the Planes +11, Listen +16, Move Silently +20, Search +16, Spot +15
Feats: Combat Expertise, Improved Initiative, Lightning Reflexes
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always chaotic evil
Advancement: 11 - 15 Hit Dice (Medium); 16 - 20 Hit Dice (Large)

Shadow demons are denizens of the Hells without corporeal forms, formed from the very essence of evil on that plane. They skitter and flit about with great speed and a supernatural nimbleness, often mistaken for undead shadows. They resemble gaunt, angular shadowy humanoids with batlike wings.

Shadow demons, like night hags and a few other creatures that inhabit the Lower Realm, trade in souls. They use their magic jar ability to trap souls and sell or trade them to more powerful fiends. On the Three worlds, shadow demons sometimes work as advisors or assistants to evil creatures of great power: A dragon, an evil king, a powerful demonologist, or similar villain. Shadow demons generally serve their chosen master well, especially if they are able to gain a great many souls while doing so. If the souls are evil, all the better. Shadow demons are also interested in tempting and corrupting mortals. If, when its master dies, the shadow demon is able to snatch its soul too, all the better.

Shadow demons sometimes serve demon lords directly, but they rarely interact with other demons.

Combat
Shadow demons employ a straightforward strategy in combat: Immerse the battlefield in darkness, then tear foes to shreds with their inky claws.

Improved Grab (Ex): If a shadow demon hits a Medium or smaller opponent with both claw attacks, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it hits with both claws, it can also rake in the same round. The shadow demon has the option to conduct the grapple normally or simply use its claws to hold the opponent (-20 penalty on the grapple check, but the shadow demon is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals damage from both claws.

Pounce (Ex): If a shadow demon dives or leaps upon a foe during the first round of combat, it can make a full attack (including a rake attempt) even though it has moved.

Rake (Ex): On any round that a shadow demon has a hold of an opponent, it can make two rake attacks (+17 melee touch) with its hind legs for 1d6 points of vile damage each. The shadow demon can also attempt to rake when it pounces on an opponent.

Spell-Like Abilities (Sp): At will - darkness; Once per day - deeper darkness, damming darkness; Once per week - magic jar. Caster level 10th; Save DC 15 + spell level.

Darkness Enhancement (Ex): Shadow demons gain power from being within total darkness. They gain a +4 enhancement to Armor Class, attack rolls, damage rolls, saving throws, skill checks, and ability checks in such conditions.

Flesh-Ripping Claws (Su): When a shadow demon's claws touch flesh, they become corporeal, allowing the creature to claw, rake, and even grapple with opponents, yet still ignore their armor. The shadow demon's claw and rake attacks are thus made as touch attacks. Fleshless creatures, such as certain constructs, are immune to the attacks of a shadow demon. Corporeal foes attempting to grapple the shadow demon can only attempt to escape; they cannot deal damage or pin in a grapple. All damage a shadow demon's claws deal is vile damage.

Immunities (Su): A shadow demon is immune to fire, cold, and electricity as well as mind-affecting effects, poison, sleep, paralysis, stunning, and disease. It is not subject to critical hits, nonlethal damage, ability damage, energy drain, or death from massive damage.

Light Powerlessness (Ex): A shadow demon is drained in bright light (such as sunlight) and flees from it. Within such light it takes a -4 penalty to Armor Class, attack rolls, damage rolls, saving throws, skill checks, and ability checks.

Incorporeal: A shadow demon can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. The creature has a 50% change to ignore any damage from a corporeal source except for force effects or attacks made with ghost touch weapons. A shadow demon can pass through solid objects, but not force effects, at will. Its attacks ignore armor, natural armor, and shields, but deflection bonuses and force effects work normally against them. A shadow demon always moves silently and cannot be heard with Listen checks if it does not wish to be.

Outsider Traits: A shadow demon has darkvision with a range of 60 feet. It cannot be raised or resurrected.

Skills: Shadow demons receive a +10 racial bonus on Hide checks.

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General Rules: Monsters - Demon, Babau

Demon, Babau (from the Book of Vile Darkness)
Medium Outsider (Chaotic, Evil)

Hit Dice: 7d8+28 (59 hit points)
Initiative: +1
Speed: 30 feet
Armor Class: 25 (+1 Dexterity, +14 natural); touch 11, flat-footed 24
BAB/Grapple: +7/+12
Attack: Greataxe +12 melee (1d12+7, slashing, 20 x3)
Full Attack: Greataxe +12/+7 melee (1d12+7, slashing, 20 x3) and bite +7 melee (1d6+2, bludgeoning, piercing, and slashing, 20 x2) or 2 claws +12 melee (1d6+5, slashing, 20 x2) and bite +7 melee (1d6+2, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Sneak attack +2d6, spell-like abilities, weakness gaze
Special Qualities: Demon traits, DR 10/+1, outsider traits, protective slime, SR 17, summon demon
Saves: Fortitude +9, Reflex +6, Will +6
Abilities: Str 21, Int 14, Wis 13, Dex 12, Con 18, Cha 16
Skills: Climb +15, Disable Device +12, Disguise +13, Escape Artist +6, Hide +14, Listen +14, Move Silently +14, Open Lock +11, Search +15, Sleight of Hand +6
Feats: Cleave, Power Attack
Environment: Any land and underground
Organization: Solitary or gang (3 - 6)
Challenge Rating: 7
Treasure: None
Alignment: Always chaotic evil
Advancement: 8 - 14 Hit Dice (Large); 15 - 21 Hit Dice (Huge)

Babaus are powerful assassins that strike with a sudden ferocity. They are devious and careful, forming careful plans before going into battle - always making sure that they do not have to engage in a fair fight. Almost every demon lord has a number of babaus that he or she employs as spies and killers. They occasionally work with succubi.

Babus are tall and gaunt, looking like elongated skeletons covered in black leathery skin. The back of their skull sports a singular curved horn. Their rough flesh is covered in a thick, reddish paste that they secrete from smelly pores. They have pointed ears and a mouth full of jagged teeth.

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. Although they can use their claws in combat, babus prefer to use weapons, usually those requiring two hands to wield.

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

Spell-Like Abilities (Sp): At will - darkness, desecrate, cause fear, dispel magic, fly, see invisibility, telekinesis, teleport without error (self plus 50 pounds of gear only); Once per day - polymorph self, wrack. Caster level 7th; Save DC 13 + spell level.

Weakness Gaze (Su): A babau has a gaze attack that deals 1d3 points of Strength damage to any creature that fails its Fortitude save (DC 16).

Protective Slime (Ex): Because of the slippery slimy jelly that coats its skin, a babau takes half damage from slashing and piercing weapons. Further, any weapon that strikes it is corroded and ruined by a touch of the goo. A magic weapon must succeed at a Reflex save (DC 17) or be corroded and ruined. Bare flesh exposed to the slime (through unarmed attacks or grappling) automatically takes 1d6 points of acid damage per round or per strike.

Summon Demon (Sp): Once per day, a babau can attempt to summon one babau with a 40% chance of success. This ability functions like a summon monster spell except for the limited chance of success. On a failure, no demons answer the summons. Summoned demons automatically return whence they came after an hour. A demon that has been summoned cannot use its own summon demon ability. Most demons do not use their summon ability lightly, since it leaves them beholden to the summoned creatures, generally using it only when necessary to save their own lives.

Demon Traits: Demons can communicate telepathically with any creature within 100 feet that has a language. Babau are immune to electricity and poison and they have acid resistance 20, cold resistance 20, and fire resistance 20.

Outsider Traits: A babau has darkvision with a range of 60 feet. It cannot be raised or resurrected.

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

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General Rules: Monsters - Demon, Ilkean Annihilator

Demon, Ilkean Annihilator (adapted from the Book of Eldritch Might III; originally D'Stradi Annihilator)
Large Outsider (Chaotic, Evil)

Hit Dice: 13d8+65 (123 hit points)
Initiative: +1
Speed: 30 feet
Armor Class: 24 (-1 size, +1 Dexterity, +14 natural); touch 17, flat-footed 20
BAB/Grapple: +10/+13
Attack: Claw +18 melee (2d6+6 plus poison, piercing and slashing, 20 x2)
Full Attack: 2 claws +18 melee (2d6+6 plus poison, piercing and slashing, 20 x2) and bite +16 melee (2d8+3 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 10 feet by 10 feet/10 feet
Special Attacks: Energy-draining spew, poison, spell-like abilities, summon demon
Special Qualities: Demon traits, DR 20/+2, outsider traits, spell resistance 26
Saves: Fortitude +13, Reflex +9, Will +12
Abilities: Str 22, Int 10, Wis 14, Dex 13, Con 20, Cha 15
Skills: Climb +19, Concentration +18, Intimidate +15, Knowledge: the Planes +13, Listen +15, Search +13, Spot +15, Survival +15
Feats: Cleave, Iron Will, Multiattack, Power Attack
Environment: Any land and underground
Organization: Solitary or pack (4 - 7)
Challenge Rating: 13
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 14 - 18 Hit Dice (Large); 19 - 23 Hit Dice (Huge)

Stout, sturdy engines of destruction, Ilkean annihilators resemble huge reptiles with red, scaly, skin. Their enormous maws bristle with daggerlike teeth, and their long, muscular arms sport vicious claws. On the snout of their long, snakelike heads grows a swollen, yellow-orange nodule, and their backs are ridged. These demons stand about 9 feet tall.

Ilkean annihilators were created for one purpose only: To kill mortal foes. Full of rage and hatred, these demons serve their purpose well.

They speak Infernal, Kansattish, and Sûlic.

Combat
Ilkean annihilators charge into combat lusting for battle. Still, they are not stupid; they use their powers wisely. With their energy-draining spew they try to control where their enemies can and cannot go. They use their teleport power to reposition themselves tactically. Both their claws and their bite contain venom sacs full of poison that hardens muscle tissue.

Energy-Draining Spew (Su): This demon can project a stream of reddish oil from a nodule on its head. It can make a ranged touch attack with the oil against a foe up to 30 feet away as a standard action. if successful, the oil that strikes the foe bestows two negative levels. Should the attack fail, the oil forms a slick puddle in a 5-foot-square area where the target stands. Anyone entering the area over the next 6 rounds automatically gains 2 negative levels (the original target, if he moves out of the area on his next available action, suffers no ill effects). Ridding a character f these negative levels requires a DC 21 Fortitude save.

Poison (Ex): Claw and bite, DC 21 Fortitude save; initial damage 1d4 temporary Dexterity, secondary damage 2d4 temporary Dexterity.

Spell-Like Abilities (Sp): At will - darkness, cause fear, desecrate, dispel magic, see invisibility, telekinesis, teleport without error (self plus 50 pounds of gear only); once per day - chaos hammer. Caster level 13th; Save DC 12 + spell level.

Summon Demon (Sp): Once per day, an Ilkean annihilator can attempt to summon one Ilkean annihilator with a 40% chance of success. This ability functions like a summon monster spell except for the limited chance of success. On a failure, no demons answer the summons. Summoned demons automatically return whence they came after an hour. A demon that has been summoned cannot use its own summon demon ability. Most demons do not use their summon ability lightly, since it leaves them beholden to the summoned creatures, generally using it only when necessary to save their own lives.

Demon Traits: Demons can communicate telepathically with any creature within 100 feet that has a language. Ilkean annihilators are immune to electricity and poison and they have acid resistance 20, cold resistance 20, and fire resistance 20.

Outsider Traits: An Ilkean annihilator has darkvision with a range of 60 feet. It cannot be raised or resurrected.

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General Rules: Monsters - Demon, Quasit

Demon, Quasit (from the Monster Manual)
Tiny Outsider (Chaotic, Extraplanar, Evil)

Hit Dice: 3d8 (13 hit points)
Initiative: +7
Speed: 20 feet, fly 50 feet (perfect)
Armor Class: 18 (+2 size, +3 Dexterity, +3 natural); touch 15, flat-footed 15
BAB/Grapple: +3/-6
Attack: Claw +8 melee (1d3-1 plus poison, slashing, 20 x2)
Full Attack: 2 claws +8 melee (1d3-1 plus poison, slashing, 20 x2) and bite +3 melee 1d4-1, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: Poison, spell-like abilities
Special Qualities: Alternate form, demon traits, DR 5/cold iron or good, outsider traits, fast healing 2, immunity to poison, fire resistance 10
Saves: Fortitude +3, Reflex +6, Will +4
Abilities: Str 8, Int 10, Wis 12, Dex 17, Con 10, Cha 10
Skills: Bluff +6, Diplomacy +2, Disguise +0 (+2 when 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: Hell
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always chaotic evil
Advancement: 4 - 6 Hit Dice (Tiny)

Quasits are insidious demons from the Hells. hey are often found serving chaotic evil spellcasters as counselors and spies.

In their natural form, a quasit stands about 1½ feet tall and weigh about 8 pounds. They are tiny humanoid shaped creatures with spiky horns and bat wings. Their hands and feet are long and slender with long claw-tipped digits. warts and pustules cover its greenish skin.

Quasits speak Infernal and one of the common languages from the Three Worlds.

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, and then 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.

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. A quasit in alternate form loses its poison attack.

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

Spell-Like Abilities (Sp): At will - detect good, detect magic, and invisibility (self only); once per day - cause fear (as the spell except 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).

Demon Traits: Demons can communicate telepathically with any creature within 100 feet that has a language.

Outsider Traits: A quasit has darkvision with a range of 60 feet. It cannot be raised or resurrected.

Quasits as Familiars
Quasits can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. To do so, the character must be be within one alignment step of chaotic evil, take the Improved Familiar feat, and be at least a 7th-level caster.

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General Rules: Monsters - Demon, Rutterkin

Demon, Rutterkin (from the Book of Vile Darkness)
Medium Outsider (Chaotic, Evil)

Hit Dice: 5d8+10 (32 hit points)
Initiative: +2
Speed: 20 feet
Armor Class: 18 (+2 Dexterity, +6 natural); touch 12, flat-footed 16
BAB/Grapple: +5/+7
Attack: Double axe +6 melee (1d8+2, slashing, 20 x3)
Full Attack: Double axe +6/+6 melee (1d8+2/1d8+1, slashing, 20 x3) or 2 claws +7 melee (1d6+2, slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Spell-like abilities
Special Qualities: Demon traits, DR 5/silver, outsider traits, SR 14, summon demon
Saves: Fortitude +6, Reflex +6, Will +5
Abilities: Str 14, Int 9, Wis 12, Dex 15, Con 14, Cha 10
Skills: Climb +8, Intimidate +5, Jump +10, Listen +5, Move Silently +6, Spot +5, Tumble +8
Feats: Two-Weapon Fighting, Weapon Focus (Double Axe)
Environment: Any land and underground
Organization: Solitary or gang (3 - 10)
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 6 - 10 Hit Dice (Medium); 11 - 15 Hit Dice (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 Hells in gangs, avoiding those more powerful and hunting those weaker (or even a solitary powerful creature if they can gang up on it). These demons are outcasts even in the Hells. 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 Hells, 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 rutterkin are cursed with are not always the most efficient, and about 10% of the time, a rutterkin 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 mottled green and blue-violent skin is nearly hairless. No two look exactly alike.

Combat
Rutterkin 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 longsword with a serrated edge (usually with a shield) or one of the weapons described below. As demons go, rutterkin 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 (Sp): At will - darkness, cause fear, telekinesis; Once per day - desecrate. Caster level 6th; Save DC 10 + spell level.

Summon Demon (Sp): Once per day, a rutterkin can attempt to summon one rutterkin with a 15% chance of success or one chasme with a 10% chance of success. This ability functions like a summon monster spell except for the limited chance of success. On a failure, no demons answer the summons. Summoned demons automatically return whence they came after an hour. A demon that has been summoned cannot use its own summon demon ability. Most demons do not use their summon ability lightly, since it leaves them beholden to the summoned creatures, generally using it only when necessary to save their own lives.

Demon Traits: Demons can communicate telepathically with any creature within 100 feet that has a language. Rutterkins are immune to electricity and poison and they have acid resistance 20, cold resistance 20, and fire resistance 20.

Outsider Traits: A rutterkin has darkvision with a range of 60 feet. It cannot be raised or resurrected.

Rutterkin Weapons
All rutterkin are proficient with the double axe, snap-tong, and three-armed blade.

Simple Weapons
Medium
Source
Cost
Damage
Critical
Range
Increment
WeightType
Three-Armed Blade
BoVD
-
1d10
x2
20 feet
3 lbs.Slashing
Large
Source
Cost
Damage
Critical
Range
Increment
WeightType
Snap-Tong
BoVD
-
2d6
x2
-
12 lbs.Piercing

Snap-Tong: Many rutterkin carry this Large exotic weapon rather than a double axe. A wielder that hits an opponent of Small to Large size can attempt to start a grapple as a free action within provoking an attack of opportunity. If the wielder gets hold, the snap-tong grabs the opponent and deals 2d6 points of damage each round the hold is maintained.

Three-Armed Blade: This is a 1-foot wide, three-bladed wedge that is launched from a sling-like device.

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General Rules: Monsters - Demon, Chasme

Demon, Chasme (from the Book of Vile Darkness)
Large Outsider (Chaotic, Evil)

Hit Dice: 9d8+36 (76 hit points)
Initiative: +3
Speed: 30 feet, fly 50 feet (perfect)
Armor Class: 26 (-1 size, +3 Dexterity, +14 natural); touch 12, flat-footed 23
BAB/Grapple: +9/+17
Attack: Claw +12 melee (1d8+4, slashing, 20 x2)
Full Attack: 2 claws +12 melee (1d8+4, slashing, 20 x2) and bite +10 melee (1d6+2, bludgeoning, piercing, and slashing, 20 x2) and gore +10 melee (1d6+2, piercing, 20 x2)
Space/Reach: 5 feet by 5 feet/10 feet
Special Attacks: Drone, fear aura, spell-like abilities, wounding
Special Qualities: Demon traits, DR 20/+2, outsider traits, SR 23, summon demon
Saves: Fortitude +10, Reflex +9, Will +8
Abilities: Str 19, Int 14, Wis 14, Dex 16, Con 18, Cha 14
Skills: Concentration +16, Hide +11, Intimidate +14, Listen +14, Move Silently +15, Search +14, Spot +14, Survival +8
Feats: Flyby Attack, Multiattack, Power Attack
Environment: Any land and underground
Organization: Solitary, pair, or gang (3 - 4)
Challenge Rating: 10
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 10 - 18 Hit Dice (Large)

Chasmes are disgusting, flylike demons. Experts in punishment and torture, they sometimes gain positions of power and influence in the Hells. 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, hoever, chasmes carve out a little niche for themselves and act as very minor demon nobility, 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 head 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-foot 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 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 save 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 (Sp): At will - contagion, darkness, desecrate, detect good, dispel magic, fly, insect plague, ray of enfeeblement, protection from good, see invisibility, telekinesis, teleport without error (self plus 50 pounds of gear only), wave of grief; Once per day - circle of nausea, unholy aura. Caster level 10th; Save DC 12 + spell level.

Wounding (Su): A wound resulting from a chasme's attack bleeds for an additional 1 point of damage per round thereafter. Multiple wounds from such attacks result in cumulative bleeding loss. 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.

Summon Demon (Sp): Once per day, a chasme can attempt to summon 1d4 rutterkins or 1 chasme with a 40% chance of success. This ability functions like a summon monster spell except for the limited chance of success. On a failure, no demons answer the summons. Summoned demons automatically return whence they came after an hour. A demon that has been summoned cannot use its own summon demon ability. Most demons do not use their summon ability lightly, since it leaves them beholden to the summoned creatures, generally using it only when necessary to save their own lives.

Demon Traits: Demons can communicate telepathically with any creature within 100 feet that has a language. Chasmes are immune to electricity and poison and they have acid resistance 20, cold resistance 20, and fire resistance 20.

Outsider Traits: A chasme has darkvision with a range of 60 feet. It cannot be raised or resurrected.

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General Rules: Monsters - Demon, Ilkean Dancer

Demon, Ilkean Dancer (adapted from the Book of Eldritch Might III; originally D'Stradi Dancer)
Medium Outsider (Chaotic, Evil)

Hit Dice: 10d8+10 (55 hit points)
Initiative: +7
Speed: 40 feet
Armor Class: 27 (+7 Dexterity, +10 natural); touch 17, flat-footed 20
BAB/Grapple: +10/+13
Attack: +1/+1 quarterstaff +14 melee (1d6+5, bludgeoning, 20 x2) or claw +13 melee (1d6+3, piercing and slashing, 20 x2)
Full Attack: +1/+1 quarterstaff +13/+8/+13 melee (1d6+4/1d6+2, bludgeoning, 20 x2) or 2 claws +13 melee (1d6+3, piecing and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Magical dance, pounce, spell-like abilities, summon demon
Special Qualities: Demon traits, DR 10/+1, outsider traits, spell resistance 20
Saves: Fortitude +8, Reflex +14, Will +10
Abilities: Str 16, Int 13, Wis 17, Dex 24, Con 13, Cha 14
Skills: Balance +17, Concentration +11, Hide +17, Listen +13, Move Silently +17, Search +11, Spot +13, Tumble +17
Feats: Combat Expertise, Two-Weapon Fighting, Weapon Focus (Quarterstaff)
Environment: Any land and underground
Organization: Solitary or pair
Challenge Rating: 9
Treasure: None
Alignment: Always chaotic evil
Advancement: 11 - 15 Hit Dice (Medium); 16 - 20 Hit Dice (Large)

In many ways, an Ilkean dancer looks like an Ilkean abductor standing up straight. Gangly and tall, this demon has electric-blue skin and a long, narrow head. Ilkean dancers appear lithe and graceful, yet still convey an aura of menace and hate. They often carry quarterstaffs to use as they dance for balance and support as well as combat.

As their name might imply, Ilkean dancers are trained in acrobatic and dexterous combat techniques. They also know certain magical effects achieved through dance, thus using dance to enhance both their combat might and their magic. These bloodthirsty, battle-loving demons favor style and form over results. They consider it more important to attack foes with grace and panache than to actually defeat them.

They speak Infernal, Kansattish, and Sûlic.

Combat
Ilkean dancers leap into battle with fervor and aplomb. They attempt to use a magic dance before entering melee. They do not hesitate to tumble out of combat if things go against them. In a group, the dancers prefer to gang up on a single victim rather than fight fair.

Magic Dance (Sp): An Ilkean dancer knows 1d4 of the magical dances listed below, which it can perform to enhance itself or produce effects. The dances are graceful but horrid to behold, with lots of wild, chaotic leaps, gestures, and stances.
  • Battle Dance: A single Ilkean dancer who takes 1 round to complete this dance gains a +1 bonus to attack and damage rolls for the next 10 rounds.

  • Dance of Ruin: To use this dance, five or more demons join hands in a circle, dancing wildly and chanting. if they dance for 3 rounds, a wave of crackling energy flashes outward in a 100-foot radius. All nondemon creatures within the radius suffer 2d20 points of damage (DC 17 reflex save for half damage). Forcing the demons to break the circle stops the dance.

  • Dance of Speed: Two Ilkean dancers together can perform this dance in 3 rounds. For the 10 rounds after they finish, both demons are hasted.

  • Shielding Dance: A single Ilkean dancer who completes this dance after 2 rounds gains a +2 deflection bonus to armor Class for 10 minutes.

  • Warding Dance: A single Ilkean dancer can complete this elaborate dance in 5 rounds, after which, fir the next hour, any nondemon must make a DC 17 Will saving throw to enter a 1,000-foot square designated by the demon. Those failing cannot enter the area until the ward fades.

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

Spell-Like Abilities (Sp): At will - darkness, cause fear, dispel magic, see invisibility, telekinesis, teleport without error (self plue 50 pounds of gear only); once per day - death knell, desecrate, invisibility, major image, polymorph. Caster level 11th; Save DC 12 + spell level.

Summon Demon (Sp): Once per day, an Ilkean dancer can attempt to summon one Ilkean dancer with a 30% chance of success or an Ilkean abductor with a 40% chance of success. This ability functions like a summon monster spell except for the limited chance of success. On a failure, no demons answer the summons. Summoned demons automatically return whence they came after an hour. A demon that has been summoned cannot use its own summon demon ability. Most demons do not use their summon ability lightly, since it leaves them beholden to the summoned creatures, generally using it only when necessary to save their own lives.

Demon Traits: Demons can communicate telepathically with any creature within 100 feet that has a language. Ilkean dancers are immune to electricity and poison and they have acid resistance 20, cold resistance 20, and fire resistance 20.

Outsider Traits: An Ilkean dancer has darkvision with a range of 60 feet. It cannot be raised or resurrected.

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General Rules: Monsters - Sin Eater

Sin Eater (from the Demon Hunter's Handbook)
Medium Outsider (Chaotic, Demon, Evil, Extrapalanar)

Hit Dice: 4d8+12 (32 hit points)
Initiative: +2
Speed: 30 feet
Armor Class: 15 (+1 Dexterity, +4 natural); touch 11, flat-footed 14
BAB/Grapple: +4/+6
Attack: Claw +6 melee (1d6+2, piercing and slashing, 20 x2)
Full Attack: 2 claws +6 melee (1d6+2, piercing and slashing, 20 x2) and bite +4 melee (1d6+1, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Soul poison
Special Qualities: Sin eating, spell-like abilities, spirit dependency, evolution, damage reduction 10/cold iron or good, darkvision 60 feet, immunity to electricity and poison, acid, cold, and fire resistance 10, spell resistance 16, telepathy 100 feet
Saves: Fortitude +7, Reflex +6, Will +6
Abilities: Str 14, Int 14, Wis 15, Dex 14, Con 16, Cha 19
Skills: Bluff +19, Concentration +10, Diplomacy +11, Disguise +11, Hide +17, Intimidate +11, Knowledge: Religion +9, Knowledge: the Planes +9, Move Silently +17, Sense Motive +17
Feats: Ability Focus (Soul Poison), Multiattack
Environment: Any rural or urban
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 5 - 8 Hit Dice (Medium)

The creature looks like an impossibly dessicated human, its muscles and sinews starkly visible beneath its cracked paper-thin skin. Its oversized hands end in gleaming, jagged claws, and its gaping mouth is a ruin of black, snaggled teeth.

The sin eater is a tempter of mortals, using its subtle mental powers to impregnante its victims with dark thoughts. Those who succumb to its corrupt strength have their morality eaten away, and their souls are etched with the litany of the seven deadly sins.

The sin eater is subtle, and unlike the succubus, it does not use its body and honeyed words to lure mortals to sin. Instead, it uses its soul poison ability to twist their monds; those affected hear the sin eater's whispers in their mind, urging them to give in to temptation, to succumb to murderous rage, and to indulge all their appretites, no matter what they may be.

The sin eater's favored prey is the young and the insane, for neither group has the force of will to resist its poison. While it takes great joy in corrupting the will of highly spiritual victims, like clerics and priests of all sorts, it well understands the risks associated with combating more powerful opponents.

The sin eater sits at the heart of a vast spider web of corruption, cultivating its victims and egging them on to ever greater heights of degradation and excess. As it devours sustenance from its victims, it grows every stronger, until its appetite is sated and it can gorge itself no more. At that point, it enters its cancer womb, and submerges itself into the ethereal, evolving, and ultimately bursting forth as a corrupt king.

Combat
A sin eater is not as fond of combat as other demons are. At least, it is not as fond of entering combat itself, as to do so is to risk personal destruction and the end of the black feast. The sin eater far prefers to tempt others into doing its fighting for it, and is as likely to receuit children for this cause as it is to inflame the passions of a mighty warrior. When given an opportunity to use an innocent to defend it in combat, the cunning sin eater will always select the most appropriate guardian from its stock of victims; this does not always not always mean sending a powerful warrior or spellcaster into the fray, as an attack from a knife-wielding toddler can do much to shock and disrupt the plans of even the most hardened demon hunter.

If forced to fight, the sin eater will attack with absolute savagery, attempting to kill one or more of its opponents before fleeing, using a combination of claw attacks and its corrupting soul poison. Should it successfully flee, it will go into hiding for a few months, waiting to see if its soul poison successfully affected any of its attackers.

A sin eater's natural weapons, and any weapons it wields, are considered to be both evil-aligned and chaos-aligned for the purpose of overcoming damage reduction.

Soul Poison (Su): Once per round as a free action, the sin eater can attempt to impregnante a victim with its soul poison. In order to use this ability, the sin eater must be within 30 feet of its target. The targeted being must succeed at a DC 16 Will save or succumb to the poison. Should the victim succeed at his save, he is rendered immune to the effects of soul poison for one full day. Should the victim fail his save, then from that point on the sin eater can see through his eyes at will, and can use its whispered urgings to force him to perform some action, as though by the suggestion spell cast by a 7th level sorcerer. These actions are always sinful and spiritually harmful in nature, as the sin eater feeds on the performance of evil acts. The sin eater might suggest that a victim rob a cart merchant or beat his children when they misbehave. The victim can resist each suggestion with a successful DC 16 Will save, but each time they succumb to the sin eater's whispered suggestions, the DC of the saving throw increases by +1 to a maximum DC of 20. The sin eater can attempt to use its suggestion ability on each of its victims once each day, but each victim can only be forced to commit a sinful act once a week; this means that oince a victim has been successfully affected by a suggestion, it cannot be subject to another for the remainder of the week.

A victim who resists a sin eater's suggestion is not freed from the effects of soul poison, but the DC to resuist the next suggestion is lowered by one. Racj time he successfully resists, the DC is lowered another one point; should the victim successfully lower the DC to 0, he is freed from the effects of soul poison and cannot be affected by it again. Should he fail any of his saves, then the DC to resist the suggestion returns to the base of 16 again.

A sin eater can affect up to twice its Hit Dice in victims at any one time, regardless of their level. Soul poison is a permanent, mind-affecting, compulsion supernatural ability which affects only humanoids. If and when a sin eater is destroyed or banished to its own plane, the victims are instantly released from the effects of soul poison.

The save DCs are Charisma-based.

Sin Eating (Su): A sin eater does not just force victims to sin for its own amusement, though it does enjoy corrupting the innocent immensely. Instead, the sin eater actually feeds on the corruption it causes, stripping off chunks of its hapless victim's souls and sucking them down like wriggling eels.

Each time a victim succumbs to the sin eater's soul poison suggestion, the sin eater gains a point of soul energy. For every five points of soul energy the sin eater drains from a victim, that victim permanently loses 1 point of Constitution; when the victim reaches 0 Constitution, he dies and his soul is permanently destroyed, meaning he cannot be returned to life by any means.

Spirit Dependency (Ex): The sin eater has only a tenouous grasp on the mortal plane. Each day it must expend one point of soul energy to maintain its grip on the mortal world. If it fails to do this, then it is instantly banished to its own plane for a period of no less than ten years. The one benefit the sin eater gains from its spriti dependence is its ability to resist holy energies; a sin eater can expend 5 points of soul energy to gain a +1 profane bonus to all saving throws against divine spells, to a maximum bonus of +5. This bonus to saving throws lasts for a number of rounds equal to 10 + the sin eater's Charisma modifier (typically 14 rounds), then begins to fade at a rate of 1 point per round. A sin eater can expend any number of points of soul energy each day, up to the limits of its stored soul energy.

Evolution (Ex): A sin eater which accumulates a total of 666 points of soul energy is instantly drawn back to the lower planes and subsumed into a cocoon made of pure, evil evergy. If not tracked down and destroyed within a year and a day, it evolves and is reborn as a corrupt king. Finding a sin eater which is undergoing evolution is very difficult, its cocoon grants it absolute immunity to all spells of the divination school.

Spell-Like Abilities (Sp): At will - darkness, dispel magic, invisibility; once per day - greater invisibility, Tasha's hideous laughter (DC 16). Caster level 5th; the save DCs are Charisma-based.

Skills: Sin eaters have a +8 racial bonus to Bluff, Hide, Move Silently, and Sense Motive checks.

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General Rules: Monsters - Demon, Incubus

Demon, Incubus (from Dragon Magazine #353)
Medium Outsider (Chaotic, Evil)

Hit Dice: 4d8+12 (30 hit points)
Initiative: +1
Speed: 30 feet
Armor Class: 17 (+1 Dexterity, +3 armor, +3 natural); touch 11, flat-footed 16
BAB/Grapple: +4/+8
Attack: +1 longsword +9 (1d8+9, slashing, 19-20 x2)
Full Attack: +1 longsword +9 (1d8+9, slashing, 19-20 x2) and gore +3 melee (1d4+2, piercing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Sneak attack +2d6, spell-like abilities, Wisdom damage
Special Qualities: Damage resistance 5/cold iron or good, demon traits, outsider traits, spell resistance 15, summon demon
Saves: Fortitude +7, Reflex +5, Will +7
Abilities: Str 18, Int 14, Wis 13, Dex 13, Con 17, Cha 20
Skills: Bluff +14, Concentration +10, EScape Artist +8, Hide +8, Intimidate +16, Listen +9, Move Silently +9, Open Lock +8, Sense Motive +8, Spot +9, Tumble +8, Use Rope +8
Feats: Iron Will, Skill Augmentation (Bluff and Intimidate)
Environment: Any land and underground
Organization: Solitary, pair, or gang (3 - 8)
Challenge Rating: 3
Treasure: Standard (+1 longsword, +1 leather armor, 500 shillings worth of miscellaneous jewelry)
Alignment: Always chaotic evil
Advancement: By character class

An incubus is a humanoid creature that looks, for the most part, like a 20-year-old human man. His body has the light, lean frame of a dancer, with pale and hairless skin and he wears skin tight leather armor. Its dead black eyes narrow in a predator's glare, with sharp teeth behind upturned lips. Long twisted horns, almost like those of a gazelle, protrude from its brow and its ears are pointed. The creature's legs end in cloven hooves.

The male counterpart to the far more common succubus, the incubus is the physical manifestation of male sexuality given humanoid form and the intelligence to act upon its destructive urges. Whereas succubi seduce their victims, drawing them into their embrace with honeyed whispers, incubi see what they want and take it by force. They have the innate ability to mask their demonic forms, but they usually do not care to. Their aggressive natures make them excellent soldiers and entire battalions of these violent demons train ceaselessly for war at Kivutar's whim.

Combat
In combat, an incubus fights with a wretched and sickening glee. They gang up on single targets, flanking foes so they can make sneak attacks or piling upon them to drain their will to live with their mind-numbing kisses. Most incubi fight with a single longsword, often using the weapon in both hands to strike their foes. They can also gore victims with their horns, and they particularly enjoy the feel of hot blood running down their faces.

Spell-Like Abilities (Sp): At will - charm person, detect good, detect thoughts, disguise self (no limit on duration); Once per day - modify memory. Caster level 8th; Save DC 15 + spell level.

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

Wisdom Damage (Su): An incubus drains Wisdom from a mortal he 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 incubus must start a grapple, which provokes an attack of opportunity. The incubus's kiss deals 1d4 points of Wisdom damage. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the incubus. The victim must succeed on a DC 16 Will save to negate the effect of the suggestion. The save DC is Charisma-based.

Summon Demon (Sp): Once per day, an incubus can attempt to summon 1d4 dretches with a 60% chance of of success. This ability functions like a summon monster spell except for the limited chance of success. This ability is the equivalent of a 2nd-level spell. On a failure, no demons answer the summons. Summoned demons automatically return whence they came after an hour. A demon that has been summoned cannot use its own summon demon ability. Most demons do not use their summon ability lightly, since it leaves them beholden to the summoned creatures, generally using it only when necessary to save their own lives.

Demon Traits: Demons can communicate telepathically with any creature within 100 feet that has a language. Incubuses are immune to electricity and poison and they have acid resistance 10, cold resistance 10, and fire resistance 10.

Outsider Traits: An incubus has darkvision with a range of 60 feet. It cannot be raised or resurrected.

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General Rules: Monsters - Demon, Ilkean Abductor

Demon, Ilkean Abductor (adapted from the Book of Eldritch Might III; originally D'Stradi Abductor)
Medium Outsider (Chaotic, Evil)

Hit Dice: 7d8+14 (45 hit points)
Initiative: +7
Speed: 40 feet
Armor Class: 23 (+3 Dexterity, +9 natural); touch 13, flat-footed 19
BAB/Grapple: +7/+11
Attack: Bloodblade +12 melee (1d10+7, slashing, 19-20 x2) or claw +11 melee (1d6+4, piercing and slashing, 20 x2)
Full Attack: Bloodblade +12/+7 melee (1d10+7, slashing, 19-20 x2) and bite +6 melee (1d6+2, bludgeoning, piercing, and slashing, 20 x2) or 2 claws +11 melee (1d6+4, piecing and slashing, 20 x2) and bite +6 melee (1d6+2, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Improved grab, sneak attack, spell-like abilities, summon demon
Special Qualities: Demon traits, DR 10/+1, outsider traits, spell resistance 17
Saves: Fortitude +7, Reflex +8, Will +6
Abilities: Str 18, Int 11, Wis 13, Dex 17, Con 14, Cha 13
Skills: Climb +14, Escape Artist +10, Hide +11, Jump +14, Listen +8, Move Silently +10, Spot +8
Feats: Combat Reflexes, Exotic Weapon Proficiency (Bastard Sword), Improved Initiative
Environment: Any land and underground
Organization: Solitary or gang (3 - 6)
Challenge Rating: 7
Treasure: None
Alignment: Always chaotic evil
Advancement: 8 - 14 Hit Dice (Large); 15 - 21 Hit Dice (Huge)

Gangly creatures that appear at first glance to be all arms and legs, these gaunt demons walk in a crouch, their narrow serpentine faces always nervously looking about. Their scaly flesh runs from a deep green to black. Ilkean abductors are bloodthirsty, conniving, disgusting creatures filled with loathing and hatred. They work alone or in small groups as thieves and kidnappers, often attempting to remove important individuals from the battlefield or to abduct leaders right out of their own homes. Consummate cowards, they teleport away if seriously threatened or intimidated.

They speak Infernal, Kansattish, and Sûlic.

Combat
In combat, the primary tactic of the Ilkean abductor is to teleport in, grab a victim, and teleport away with a captive - usually to a prearranged sealed holding area, where the creature leaves the foe, teleporting again to grab more abductees. if intending to engage in actual combat, they use magical bastard swords called bloodblades, although they still attempt to use their teleporting ability to get into position to make sneak attacks.

Bloodblade: Ilkean abductors use these blades, powered by their own unique blood. This blood tie ensures that they do not function for any other creature other than as +1 bastard swords. In addition to being +1 bastard swords, these weapons are wounding swords that cause a foe to bleed 2 points per round. All Ilkean abductors are proficient with this weapon.

Sneak Attack (Ex): All Ilkean abductors can make sneak attacks like rogues, inflicting an additional +2d6 points of damage.

Spell-Like Abilities (Sp): At will - darkness, cause fear, telekinesis, teleport without error (creatures teleported need not be willing, but they do get a Fortitude save to resist). Caster level 9th; Save DC 11 + spell level.

Summon Demon (Sp): Once per day, an Ilkean abductor can attempt to summon one Ilkean abductor with a 30% chance of success or an Ilkean dancer with a 10% chance of success. This ability functions like a summon monster spell except for the limited chance of success. On a failure, no demons answer the summons. Summoned demons automatically return whence they came after an hour. A demon that has been summoned cannot use its own summon demon ability. Most demons do not use their summon ability lightly, since it leaves them beholden to the summoned creatures, generally using it only when necessary to save their own lives.

Demon Traits: Demons can communicate telepathically with any creature within 100 feet that has a language. Ilkean abductors are immune to electricity and poison and they have acid resistance 20, cold resistance 20, and fire resistance 20.

Outsider Traits: An Ilkean abductor has darkvision with a range of 60 feet. It cannot be raised or resurrected.

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General Rules: Monsters - Demon, Bar-Lgura

Demon, Bar-Lgura (from the Book of Vile Darkness)
Medium Outsider (Chaotic, Evil)

Hit Dice: 6d8+18 (45 hit points)
Initiative: +4
Speed: 40 feet, climb 20 feet
Armor Class: 23 (+4 Dexterity, +1 dodge, +8 natural); touch 15, flat-footed 18
BAB/Grapple: +6/+10
Attack: Claw +10 melee (1d6+4, piercing and slashing, 20 x2)
Full Attack: 2 claws +10 melee (1d6+4, piercing and slashing, 20 x2) and bite +5 melee (1d8+2, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Pounce, spell-like abilities
Special Qualities: Demon traits, DR 10/+1, outsider traits, SR 16, summon demon, teleport without error
Saves: Fortitude +8, Reflex +9, Will +7
Abilities: Str 18, Int 13, Wis 14, Dex 19, Con 16, Cha 12
Skills: Balance +11, Climb +12, Disguise +4, Hide +17, Intimidate +6, Jump +25, Listen +5, Move Silently +11, Spot +7, Tumble +14
Feats: Dodge, Mobility
Environment: Any land and underground
Organization: Solitary, pair, or pack (3 - 11)
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 7 - 12 Hit Dice (Medium); 13 - 18 Hit Dice (Large)

Also known as leaping demons, bar-lgura appear like lumbering apes. This appearance is misleading, for although they look and move like orangutans, they are intelligence and use their magical abilities craftily. They make excellent scouts and skirmishers. The sight of a dozen of these bestial monsters loping forward at high speed can crush the morale of the strongest warrior. They prefer to operate in small packs. Unlike many demons, bar-lgura do not want to be around lesser demons. They do not enjoy bullying dretches and manes the way rutterkins do. Instead, they feel that the lesser demons just get in their way.

Standing 5 to 6 feet tall, a bar-lgura is covered in reddish-brown hair, although it can change color. Its face is apelike, and its forelimbs are long and powerful while its rear limbs are short - and powerful. Bar-lguras frequently walk on all fours, but they are capable of standing uprightly. A few wield weapons and wear humanoid clothing or armor.

Combat
Bar-lguras enjoy setting ambushes and attacking foes with surprise. They leap into combat and throttle opponents with their powerful limbs. If they outnumber their foes, some of these demons grapple and hold the enemy while the others tear at them with powerful claws.

Many of the supernatural and spell-like abilities help them surprise their foes. Unlike that of most other demons, bar-lgura's teleport ability is not limited to just themselves, so bar-lguras use this ability to grab foes and teleport them to prisons or sealed caverns, leaving there for as long as they wish.

Pounce (Ex): If a bar-lgura charges, it can make a full attack even though it has moved.

Spell-Like Abilities (Sp): At will - darkness, cause fear, dispel magic, see invisibility, telekinesis; Twice per day - disguise self, invisibility, major image. Caster level 6th; Save DC 11 + spell level.

Teleport without Error (Su): A bar-lgura can use this ability at will, as the spell, carrying up to 200 pounds with it. Bar-lguras can even use this ability while grappling (grapple bonus +10), but the foe must be pinned first.

Summon Demon (Sp): Once per day, a bar-lgura can attempt to summon one bar-lgura with a 35% chance of success. This ability functions like a summon monster spell except for the limited chance of success. On a failure, no demons answer the summons. Summoned demons automatically return whence they came after an hour. A demon that has been summoned cannot use its own summon demon ability. Most demons do not use their summon ability lightly, since it leaves them beholden to the summoned creatures, generally using it only when necessary to save their own lives.

Demon Traits: Demons can communicate telepathically with any creature within 100 feet that has a language. Bar-lguras are immune to electricity and poison and they have acid resistance 20, cold resistance 20, and fire resistance 20.

Outsider Traits: A bar-lgura has darkvision with a range of 60 feet. It cannot be raised or resurrected.

Skills: The skin of a bar-lgura changes color, allowing it to blend in with surroundings like a chameleon and conferring a +4 racial bonus on Hide checks. A bar-lgura also receives a +10 racial bonus on Jump checks.

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