Blood Fiend (CR 14)

Large Undead (Extraplanar)
Alignment: Always chaotic evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: Listen +20 and Spot +20

AC: 31 (-1 size, +2 Dex, +20 natural), touch 11, flat-footed 29
Hit Dice: 12d12 (78 hp); DR: 15/good
Fort +4, Ref +8, Will +13
Speed: 40 ft., fly 80 ft. (perfect)
Space: 10 ft./10 ft.
Base Attack +6; Grapple +18
Attack: Claw +13 melee
Full Attack: 4 claws +13 melee and bite +8 melee
Damage: Claw 1d6+8 plus energy drain, bite 1d8+4 plus blood drain
Special Attacks/Actions: Blood drain, domination, energy drain, spell-like abilities
Abilities: Str 26, Dex 15, Con -, Int 17, Wis 20, Cha 21
Special Qualities: Acid resistance 20, alternate form, cold resistance 20, create spawn, electricity immunity, fast healing 5, fire resistance 20, gaseous form, SR 24 turn resistance +6, undead traits
Feats: Combat Reflexes; Dodge; Improved Initiative; Lightning Reflexes; Mobility
Skills: Concentration +20, Diplomacy +7, Hide +17, Listen +20, Move Silently +17, Search +19, Sense Motive +20, Spot +20, and Survival +5 (+7 following tracks)
Advancement: 13-18 HD (large); 19-36 HD (Huge)
Climate/Terrain: Any land and underground (Abyss)
Organization: Solitary, pair, or gang (3-5)
Treasure: Standard

Source: Fiend Folio

Blood fiends create more blood fiends from other demons in a manner similar to the way vampires create more vampires from humanoids. Their gazes can sap the will of mortals.

A blood fiend is an ogre-sized, demonic creature that stands about 9 feet tall. Its thick, scaly hide is a deep purple color, almost black. Each of its four strong arms ends in a humanlike hand, each finger of which is tipped with a vicious claw. A blood fiend has a wolf like muzzle lined with sharp teeth that seem too large to fit in its mouth, and glowing red eyes.

Blood fiends speak Abyssal.

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.