Aspect of Glasya (CR 22)
Large Outsider (Baatezu, Evil, Extraplanar, and Lawful)
Alignment: Lawful Evil
Initiative: +16(+12 Dex, +4 Improved Initiative); Senses: see in darkness, Listen +40, and Spot +40
Languages: Celestial, Common, Draconic, Infernal; telepathy 100 ft.
AC: 46 (-1 size, +12 Dex, +20 natural, + 5 deflection), touch 26, flat-footed 34
Hit Dice: 28d8+224 (350 hp); DR: 20/good and silver
Fort +28, Ref +32, Will ++29 (+33 against mind-affecting spells and abilities)
Speed: 40 ft. and Fly 80 ft. (average)
Space: 10 ft.; Reach 10 ft.
Base Attack +28; Grapple +40
Attack: Melee: +3 keen scourge of speed +42/+42/+37/+32/+27 and bite +34 or bite +39 or touch +39
Damage: +3 keen scourge of speed 1d6+11/19-20 and bite 2d6+4 plus poison, or bite 2d6+12 plus poison, touch 1d6 Wis drain plus disease
Special Attacks/Actions: Actions Dark Speech, Dilate Aura, disease, summon baatezu
Attack Options: Combat Expertise, Combat Reflexes, Improved Disarm, poison (injury, DC 32, see below)
Abilities: Str 27, Dex 34, Con 27, Int 27, Wis 28, Cha 36
Special Abilities: confusion aura (20 ft., DC 37), disease, poison, spell-like abilities, summon baatezu, Wisdom drain
Special Qualities: regeneration 6; Immune: fire, poison; Resist: acid 10, cold 10; SR 35
Feats: Ability Focus (poison), Combat Expertise, Combat Reflexes, Dark Speech, Dilate Aura, Dodge, Flyby Attack, Improved Initiative, Improved Natural Attack (bite), Weapon Finesse
Skills: Bluff +44, Concentration +39, Diplomacy +48, Disguise +44 (+46 acting), Hide +39, Intimidate +46, Knowledge (arcana) +39, Knowledge (nobility and royalty) +39, Knowledge (religion) +39, Knowledge (the planes) +39, Listen +40, Move Silently +43, Search +39, Spellcraft +41, Spot +40, and Survival +40 (+42 on other planes or follow tracks)
Climate/Terrain: Malbolge (6th layer of Baator)
Fiendish Codex II
Spell-Like Abilities (CL 20th): At will - charm monster (DC 27), contagion (DC 27), greater dispel magic, greater teleport, major image (DC 27), polymorph, suggestion (DC 26), true seeing; 3/day - dominate person (DC 28), hold monster (DC 28) 1/day - dominate monster (DC 32), finger of death (DC 30)
Possessions: +3 keen scourge of speed, ring of invisibility, ring of protection +5, cloak of resistance +4, 8,000 gp in assorted jewelry and baubles.
Confusion Aura (Su): At the end of each of Glasya's turns, creatures within 20 feet of her must succeed on DC 37 Will saves or be confused for 10 rounds. The save DC is Charisma-based.
A creature that successfully saves cannot be affected by Glasya's aura for 24 hours.
Disease (Ex): Touch, Fortitude DC 32, incubation 1 day, damage 1d6 Con and 1d6 Cha. The save DC is Constitution-based.
Poison (Ex): Injury, Fortitude DC 34 or be unable to heal Glasya's bite attack damage naturally or magically. A neutralize poison or heal spell removes the effect, while delay poison allows magical healing. The save DC is Constitution-based and includes a +2 racial bonus.
Regeneration (Ex): Good weapons, and spells and effects with the good descriptor, deal normal damage to Glasya. If Glasya loses a limb or body part, the lost portion regrows in 1d6 minutes. Glasya can reattach the severed member instantly by holding it to the stump.
Summon Baatezu (Sp): Twice per day, Glasya can automatically summon eight kalabons or four erinyes, or can attempt to summon one pit fiend with an 85% chance of success. This ability is the equivalent of an 8th-level spell (CL 20th).
Wisdom Drain (Su): Glasya deals 1d6 points of Wisdom drain each time she hits with her touch attack. On each successful attack, she gains 5 temporary hit points. Temporary hit points last 1 hour, and she can only gain temporary hit points from this ability equal to her full normal hit point total.
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 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.
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).