Deathdrinker (CR 18)
AC: 35 (-2 size, +2 Dex, +18 natural, +7 armor and/or shield), touch 10, flat-footed 33
Hit Dice: 27d8+216 (337 hp); DR: 15/good and lawful
Fort +23, Ref +17, Will +17
Speed: 35 ft. in breastplate; base speed 50 ft. ft.
Space: 15 ft.; Reach 15 ft.
Base Attack +27; Grapple +45
Attack: Melee: +3 adamantine longsword +38/+33/+28/+23 (3d6+13/17-20)
Attack Options: Cleave, Combat Reflexes, Great Cleave, Power Attack, Quick Draw, Quicken Spell-Like Ability (greater teleport), Quicken Spell-Like Ability (greater dispel magic), aligned strike (chaotic, evil), glory
Abilities: Str 30, Dex 14, Con 27, Int 10, Wis 11, Cha 11
Special Abilities: Aura: unlife (10 ft.); Immune: negative energy, poison; Resist: acid 10, cold 10, electricity 10, fire 10; SR 29
Special Qualities: deathdrink
Feats: Cleave, Combat Reflexes, Great Cleave, Improved Critical (longsword), Improved Initiative, Iron Will, Power Attack, Quick Draw, Quicken Spell-Like Ability (greater teleport), Quicken Spell-Like Ability (greater dispel magic),
Skills: Concentration +38, Hide +21, Intimidate +30, Jump +37, Knowledge (the planes) +30, Listen +30, Move Silently +29, Spot +30, and Survival +0 (+2 on other planes)
Advancement: by character class; Favored Class cleric (see page 41, MM4)
Climate/Terrain: Infinite Layers of the Abyss
Organization: usually accompanied by undead, frequently other deathdrinkers, occasinally other demons.
Treasure/Possessions: Standard, combat gear plus +2 breastplate, +3 adamantine longsword, gems and jewelry
Monster Manual IV
True Seeing (Su): As the true seeing spell; continuous; caster level 20th.
Spell-Like Abilities (CL 20th): At will - air walk (self only), greater dispel magic, greater teleport (self plus 50 lb. of objects only)
Aura of Unlife (Su): Creatures take 2d6 points of damage at the end of each of the deathdrinker's turns if they are within 10 feet of it. This is a negative energy effect. Undead are instead healed of a like amount of damage.
Glory in Slaughter (Ex): A deathdrinker gains a +5 morale bonus on attack rolls, damage rolls, and saving throws for 1 minute after it kills a worthy opponent (a creature with at least 10 HD).
Deathdrink (Su): If a deathdrinker deals enough damage to a creature to kill it, with either its death aura or a melee attack, it instantly heals ld8 points of damage per HD of the creature it killed.
A deathdrinker collects souls from those hapless enough to cross its path. Creatures of brute force and gory battle, they seek out combat with sadistic glee, spreading fear even among other demons.
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.