Aspect of Malcanthet (CR 8)
Medium Outsider (Chaotic, Evil, Extraplanar, and Tanar'ri)
Alignment: Chaotic evil
Initiative: +5(Dex); Senses: darkvision 60 ft., low-light vision, Listen +15, and Spot +15
Languages: Abyssal, Common; telepathy 100 ft.
AC: 21 (+5 Dex, +6 natural), touch 15, flat-footed 16
Hit Dice: 9d8+110 (150 hp); DR: 10/cold iron and good
Fort +12, Ref +11, Will +10
Speed: 30 ft. and Fly 60 ft. (good)
Space: 5 ft./5 ft. (10 ft. with scourge)
Base Attack +9; Grapple +12
Attack: Melee: +1 adamantine scourge +14/+9 and claw +7 and tail +7
Damage: +1 adamantine scourge 1d8+4/19-20, claw 1d4+2, tail 1d6+2 plus poison
Attack Options: Combat Expertise, Improved Feint, poison, sneak attack +5d6
Abilities: Str 16, Dex 20, Con 22, Int 17, Wis 18, Cha 30
Special Qualities: Immune: electricity, poison; Resist: acid 10, cold 10, fire 10; tanar'ri traits
Feats: Combat Expertise, Exotic Weapon Proficiency (scourge), Improved Critical (scourge), Improved Feint
Skills: Balance +7, Bluff +21, Diplomacy +27, Disguise +10 (+2 acting in character), Escape Artist +16, Intimidate +23, Jump +5, Knowledge (nobility and royalty) +14, Knowledge (the planes) +14, Listen +15, Sense Motive +15, Spot +15, Survival +4 (+6 on other planes), Tumble +16, Use Magic Device +21, and Use Rope +5 (+7 with bindings)
Climate/Terrain: The Abyss (Shendilavri)
Treasure/Possessions: Expensive jewelry and clothing, magic items
Possessions +1 adamantine scourge, masterwork studded leather, wand of cure light wounds
Poison (Su): Stinger - Injury, Fortitude DC 20, initial 1d6 Wisdom, secondary 3d6 Wisdom. The save DC is Constitution-based.
Sneak Attack (Ex): An aspect of Malcanthet can make sneak attacks like a rogue, dealing an extra 5d6 points of damage whenever a foe is denied his or her Dexterity bonus or when the aspect of Malcanthet is flanking.
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.