Anzu (CR 15)
Huge Outsider (Chaotic, Evil, Extraplanar, and Tanar'ri)
Alignment: Always chaotic evil
Initiative: +5 (Dex); Senses: darkvision 60 ft., see invisibility, Listen +24, and Spot +24
Languages: telepathy 100 ft.
AC: 28 (-2 size, +5 Dex, +15 natural), touch 13, flat-footed 23
Hit Dice: 16d8+128 (200 hp); DR: 10/good and cold iron
Fort +18, Ref +15, Will +15
Speed: 40 ft., fly 80 ft. (good)
Space: 15 ft./10 ft.
Base Attack +16; Grapple +33
Attack: +23 melee bite
Full Attack: +23 melee bite and +21 melee 4 wings and +21 melee talons
Damage: Bite 3d6+8/15-20/x3 plus poison; Wings 1d8+4, talons 1d8+4
Special Attacks/Actions: Augmented critical, poison breath, spell-like abilities, summon Tanar'ri
Abilities: Str 28, Dex 21, Con 26, Int 15, Wis 20, Cha 23
Special Qualities: immune to electricity and poison, resistance to acid 10, cold 10, and fire 10, SR 24, telekinetic mastery
Feats: Combat Expertise; Combat Reflexes; Improved Critical (bite); Improved Natural Attack (bite); Improved Trip; Multiattack
Skills: Balance +7, Bluff +25, Concentration +27, Diplomacy +8, Hide +16, Intimidate +8, Knowledge (arcana) +21, Listen +24, Move Silently +24, Sense Motive +24, Spot +24, Tumble +24, and Use Magic Device +25
Advancement: 17-25 HD (Huge), 26-40 HD (Gargantuan), 41-48 HD (Colossal)
Climate/Terrain: The Abyss
Organization: Solitary, pair, or murder (3-10)
Treasure: Standard coins; standard goods; double items
Augmented Critical (Ex): The anzu's bite is particularly harrowing, and threatens a critical hit on an 18 or higher (an anzu takes the Improved Critical feat to further increase its threat range with its bite). An anzu's bite inflicts triple damage on a successful critical hit.
Poison Breath (Su): An anzu's breath is poisonous and causes insanity and hallucination to those who succumb to it. Any creature bitten by an anzu is exposed to this terrible toxin and must make a DC-26 Fortitude save or suffer 2d4 points of initial and secondary Wisdom damage. If an anzu doesn't move from its current location for at least one round, its breath taints the area around it to a radius of 5 feet. All creatures in this area must make a DC 26 Fortitude save each round (but with a +4 bonus on the save) to avoid taking Wisdom damage. If the anzu moves, the air in the area it occupied remains poisoned for 1 round,
Spell-like Abilities (Sp): At will - analyze dweomer, displacement, greater invisibility, telekinesis (DC 21), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 24), unholy blight (DC 20); 1/day - greater magic fang, project image, true seeing. Caster level 16th. Save DCs are Charisma based.
Summon Tanar'ri (Sp): Once per day an anzu can attempt to summon 1d6 vrocks or one other anzu with a 60% chance of success. This ability is the equivalent of a 5th-level spell.
See Invisible (Ex): An anzu can see invisible creatures as if under the effects of a see invisibility spell.
Slick (Su): An anzu's feathers are coated with vile-smelling black oil. This oil grants the anzu a freedom of movement effect that can only be removed by exposure to fire. If an anzu fails a Reflex save against a fire-based attack, it loses the benefits of this special quality for one hour.
Telekinetic Mastery (Su): The anzu is particularly skilled at using its telekinesis spell-like ability. It doesn't need to concentrate to keep the sustained force effect of this spell in effect, and the duration is permanent until the anzu elects to dismiss the effect. It may have up to two different objects under the effects of sustained force telekinesis at once, and can cast spells or use spell-like abilities while maintaining both effects. In this manner, an anzu can "carry" two magic items like wands or other use-activated items. Items carried this way are considered to be attended objects if they need to make saving throws. The anzu may still use telekinesis to perform combat maneuvers or violent thrusts with its telekinesis ability and gains a +4 racial bonus on any rolls made to determine the outcome of such effect, but the durations and concentration requirements for these telekinetic manifestations function as per the spell.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic 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 chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
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 applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
Most demons encountered outside of the Abyss are tanar'ri. The most populous of the demon subtypes, the tanar'ri form the largest and most diverse group of demons. They are the unchallenged masters of the Abyss at this time. The first tanar'ri were forged from the souls of the first humanoids drawn to the Abyss. Most tanar'ri incorporate humanoid features into their forms as a result of their close ties to the mortal realm.
Traits: A tanar'ri possesses 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): Tanar'ri share the ability to summon others of their kind (the success chance and kind of tanar'ri summoned are noted in each monster description). Between their arrogance and disdain for owing favors to one another, however, tanar'ri are often reluctant to use this power until they are in obvious peril.