Advespa (CR 3)
AC: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Hit Dice: 4d8+12 (30 hp); DR: 5/silver or good
Fort +7, Ref +5, Will +4
Speed: 30 ft., fly 40 ft. (good)
Space: 10 ft./10 ft.
Base Attack +4; Grapple +13
Attack: 4 claws +8 melee and sting +3 melee
Full Attack: 4 claws +8 melee and sting +3 melee
Damage: Claw 1d6+5, sting 1d4+2 plus poison
Special Attacks/Actions: Improved grab, poison, spell-like abilities
Abilities: Str 20, Dex 13, Con 17, Int 8, Wis 11, Cha 10
Special Qualities: Baatezu traits, outsider traits, regeneration 2, SR 15
Feats: Flyby Attack; Improved Initiative
Skills: Balance +10, Hide +4, Jump +7, Listen +7, Move Silently +8, Search +6, Spot +7, and Tumble +8
Advancement: 5-8 HD (Large); 9-12 HD (Huge)
Climate/Terrain: Any land and underground
Organization: Solitary, pair, team (3-4), squad (5-10), or swarm (11-20)
Monster Manual II
Improved Grab (Ex): If an advespa hits an opponent that is at least one size category smaller than itself with both claws, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +13). If it gets a hold, it automatically hits with its sting. Thereafter, the advespa has the option to conduct the grapple normally, or simply use its claws to hold the opponent (-20 penalty on grapple check, but the advespa is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals damage from both claws and the sting.
Poison (Ex): The advespa injects a dose of poison (Fortitude save DC 15) with each successful sting attack. The initial and secondary damage is the same (1d4 points of Strength damage).
Spell-Like Abilities: 3/day - change self, command, produce flame, pyrotechnics. Caster level 4th; save DC 10 + spell level.
Regeneration (Ex): An advespa takes normal damage from acid, and also from holy weapons and blessed weapons of at least +1 enhancement.
Outsider Traits: A devil has darkvision (60-foot range.) It cannot be raised or resurrected.
Summon Baatezu (Sp): This ability functions like a summon monster spell of the appropriate level, except that it has a limited chance of success. Once per day, an advespa can attempt to summon 1d2 additional advespas with a 30% chance of success. Summoned creatures automatically return whence they came after 1 hour A baatezu that has just been summoned cannot use its own summon ability for 1 hour. Most baatezu do not use their summon ability lightly, since it leaves them beholden to the summoned creatures. In general, they use it only when necessary to gain victory or to save their own lives.
Many devils belong to the race of evil outsiders known as the baatezu.
Traits: A baatezu 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): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
- Summon (Sp): Baatezu share the ability to summon others of their kind (the success chance and type of baatezu summoned are noted in each monster description).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).