Aspect of Zuggtmoy (CR 6)

Large Outsider (Chaotic, Evil, Extraplanar, and Tanar'ri)
Alignment: Chaotic evil
Initiative: +6(+2 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +13, and Spot +13
Languages: Abyssal, Common, Terran; telepathy 100 ft.


AC: 21 (-1 size, +2 Dex, +10 natural), touch 11, flat-footed 19
Hit Dice: 7d8+50 (81 hp); DR: 10/good
Fort +12, Ref +7, Will +8
Speed: 30 ft. and Climb 20 ft.
Space: 10 ft.; Reach 10 ft.
Base Attack +7; Grapple +16
Attack: Melee: 2 pseudopods +11 (2d6+5) and 2 claws +8 (1d6+2)
Special Attacks/Actions:
Attack Options: Combat Expertise, Power Attack, improved grab, constrict 2d6+5, engulf
Abilities: Str 20, Dex 14, Con 24, Int 18, Wis 16, Cha 14
Special Qualities: Immune: electricity, plant traits; Resist: cold 10, fire 10; plant traits, tanar'ri traits
Feats: Combat Expertise, Improved Initiative, Power Attack
Skills: +5 following tracks, +5 on other planes, +7 following tracks in aboveground natural settings, +7 following tracks on other planes), Bluff +12, Diplomacy +4, Hide +8, Intimidate +14, Knowledge (dungeoneering) +14, Knowledge (nature) +14, Knowledge (religion) +14, Knowledge (the planes) +14, Listen +13, Move Silently +12, Search +14, Spot +13, Survival +3 (+5 aboveground natural settings, and Use Magic Device +12
Advancement:
Climate/Terrain: The Abyss (Layer 222), places with fungi
Organization:
Treasure:

Source: Web enhancement

Chaotic Subtype

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).

Evil Subtype

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).

Extraplanar Subtype

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.

Tanarri Subtype

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).

Constrict (Ex): The aspect of Zuggtmoy deals 2d6+5 points of damage with a successful grapple check, in addition to damage from her pseudopod attack.

Engulf (Ex): The aspect of Zuggtmoy can absorb a grappled creature into her body provided it is size Medium or smaller. In order to engulf a creature, the aspect of Zuggtmoy need only win a new grapple check against her already grappled foe. Each round, fungal enzymes eat away at the engulfed victim and deal 1d2 points of Constitution damage. A creature drained to 0 Constitution is absorbed completely by the aspect of Zuggtmoy. Any gear the creature might have had is exuded out of her body at this time. An engulfed creature is considered grappled while the aspect of Zuggtmoy is not. An engulfed creature can attempt to cut its way free with any light slashing or piercing weapon by dealing 20 points of damage (AC 15, DR 10/good). Once the creature exits, muscular action closes the hole; another engulfed opponent must cut its own way out.

Improved Grab (Ex): To use this ability, an aspect of Zuggtmoy must hit an opponent of any size with a pseudopod attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she wins the grapple check, she establishes a hold and can constrict. If she successfully grapples a Medium or smaller target, she can attempt to engulf that target the next round.

Plant Traits: Although she is an outsider, an aspect of Zuggtmoy gains many of the traits of a plant creature. She is immune to poison, paralysis, polymorph, sleep effects, and stunning, and she is not subject to critical hits or sneak attack damage.

Chaotic Subtype

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).

Evil Subtype

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).

Extraplanar Subtype

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.

Tanarri Subtype

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).