Chasme (CR 10)
Large Outsider (Chaotic, Evil, Extraplanar, and Tanar'ri)
Alignment: Always chaotic evil
Initiative: +3 (Dex); Senses: darkvision 60 ft., Listen +14, and Spot +14
Languages: Abyssal, Celestia, Common, telepath 100 ft.
AC: 26 (-1 size, +3 Dex, +14 natural), touch 12, flat-footed 23
Hit Dice: 9d8+36 (76 hp); DR: 20/magic
Fort +10, Ref +9, Will +8
Speed: 30 ft., fly 50 ft. (perfect)
Space: 5 ft./10 ft.
Base Attack +9; Grapple +8
Attack: 2 claws +12 melee and bite +10 melee and gore +10 melee
Full Attack: 2 claws +12 melee and bite +10 melee and gore +10 melee
Damage: Claw 1d8+4, bite 1d6+2, gore 1d6+2
Special Attacks/Actions: Drone, summon tanar'ri
Abilities: Str 19, Dex 16, Con 18, Int 14, Wis 14, Cha 14
Special Qualities: outsider traits, SR 23, Tanar'ri traits
Feats: Flyby Attack; Multiattack; Power Attack
Skills: Concentration +16, Hide +11, Intimidate +14, Listen +14, Move Silently +15, Search +14, Spot +14, and Survival +8
Advancement: 10-18 HD (Large)
Climate/Terrain: Any land and underground
Organization: Solitary, pair, gang (3-4), or squad (6-10)
Drone (Su): As a full-round action, a chasme can beat its wings to create a droning buzz in a 60-foot spread. Each creature in the area must make a Will save (DC 16) or fall asleep for 2d10 rounds. There is no Hit Dice limit for this effect. This ability otherwise functions like the sleep spell. Demons and creatures immune to sleep effects (such as elves) are immune to this effect.
Fear Aura (Su): As a free action, a chasme can create an aura of fear in a 5-foot radius. The effect is otherwise identical with a fear spell (caster level 10th; Will DC 16 negates). If the save is successful, that creature cannot be affected again by that chasme's fear aura for 24 hours.
Spell-like Abilities: At will - contagion, darkness, desecrate, detect good, dispel magic, fly, insect plague, ray of enfeeblement, protection from good, see invisibility, telekinesis, teleport without error (self plus 50 pounds of gear only), wave of grief; 1/day - circle of nausea, unholy aura. Caster level 10th; save DC 12 + spell level.
Wounding (Ex): A wound resulting from a chasme's attack bleeds for an additional 1 points of damage per round thereafter. Multiple wounds from such attacks result in cumulative bleeding loss (two wounds for 2 points of damage per round, and so on). The bleeding can be stopped only by a successful Heal check (DC 10) or the application of a cure spell or some other healing spell (heal, healing circle, or the like).
Summon Tanar'ri (Sp): Once per day a chasme can attempt to summon 1d4 rutterkins or 1 chasme with a 40% chance of success.
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.