Demon, Kerzit the Guardian (CR 18)
Large Outsider (Chaotic, Extraplanar, Evil, and Tanar'ri)
Alignment: Always chaotic evil
Initiative: +3 (Dex); Senses: darkvision 120 ft., see invisibility, Listen +33, and Spot +33
Languages: Telepathy 100 ft.
AC: 36 (-1 size, +3 Dex, +24 natural), touch 12, flat-footed 33
Hit Dice: 24d8+216 (324 hp); DR: 15/cold iron and good
Fort +23, Ref +17, Will +22
Speed: 30 ft.
Space: 10 ft./10 ft.
Base Attack +24; Grapple +42
Attack: Bite +37 melee
Full Attack: Bite +37 melee and 2 tentacles +35 melee and 2 sawing arms +35 melee
Damage: Bite 4d8+14/19-20 plus poison, tentacles 1d8+7 and sawing arms 2d10+7 plus abyssal wound
Special Attacks/Actions: Abyssal wound, poison, rend 2d6+21, spell-like abilities, summon Tanar'ri
Abilities: Str 38, Dex 16, Con 28, Int 14, Wis 22, Cha 24
Special Qualities: immunity to electricity, immunity to fire, immunity to poison, resistance to acid 10 and cold 10, spell immunity, SR 32
Feats: Awesome Blow; Blind-fight; Cleave; Improved Bull Rush; Improved Critical (bite); Iron Will; Multiattack; Power Attack; Quicken Spell-Like Ability (unholy blight)
Skills: Climb +41, Concentration +36, Intimidate +34, Jump +41, Knowledge (arcana) +29, Knowledge (geography) +29, Knowledge (history) +29, Knowledge (the planes) +29, Listen +33, and Spot +33
Advancement: 25-30 HD (Large), 31-48 HD (Huge), 49-66 HD (Gargantuan), 67+ HD (Colossal)
Climate/Terrain: Tome of the Black Heart
Treasure: Double standard
Abyssal Wound (Su): The damage Kerzit deals with his sawing arms causes persistent wounds. An injured creature loses 4 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 25 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure or heal spell on a creature damaged by Kerzit's sawing arms must succeed on a DC 31 level check, or the spell has no effect on the injured character. A successful Real check automatically stops the continuing hit point loss, but does not restore any hit points already lost. The check DC is Constitution-based.
Poison (Ex): Injury, Fortitude DC 31, initial and secondary damage 3d6 Constitution drain. The save DC is Constitution-based.
Rend (Ex): If Kerzit hits a single opponent with both of his tentacles and with his bite, he latches onto the target and tears into it. This attack automatically deals an extra 2d6+21 points of damage.
See Invisibility (Ex): Kerzit can constantly see invisible creatures as if under the effects of see invisibility.
Spell-like Abilities (Sp): At will - darkness, detect magic, telekinesis (DC 22), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 25), unholy blight (DC 21); 1/day-heal, weird (DC 26). Caster level 17th. The save DCs are Charisma-based.
Summon Tanar'ri (Sp): Twice per day, Kerzit can attempt to summon 1d6+1 hezrous or 1d4+1 glabrezus with a 70% chance of success. This ability is the equivalent of a 6th-level spell.
Spell Immunity (Ex): Kerzit is immune to any arcane spell or spell-like ability of 3rd level or lower or any divine spell or spell-like ability of ist level or lower if that spell or spell-like ability allows spell resistance.
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 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.
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).
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.