Demon, Sorrowsworn (CR 17)
Large Outsider (Chaotic, Evil, Extraplanar, and Tanar'ri)
Alignment: Always chaotic evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +29, and Spot +29
Languages: Telepathy 100 ft.
AC: 28 (-1 size, +3 Dex, +16 natural), touch 12, flat-footed 25
Hit Dice: 18d8+216 (297 hp); DR: 10/cold iron and good
Fort +22, Ref +14, Will +17 (+21 against mind-affecting spells and abilities)
Speed: 40 ft., fly 80 ft. (poor)
Space: 10 ft./10 ft. (glaive 15-20 ft. only)
Base Attack +18; Grapple +31
Attack: +2 glaive +23 melee or bite +21 melee
Full Attack: +2 glaive +23/+18/+13/+8 melee and bite +16 melee or 2 claws +21 melee and bite +16 melee
Damage: +2 glaive 2d8+25/x3, bite 1d8+9 plus 1 Con, claws 1d6+14
Special Attacks/Actions: Aura of loss, spell-like abilities, whispers of loss
Abilities: Str 29, Dex 17, Con 32, Int 20, Wis 22, Cha 21
Special Qualities: immunity to electricity and poison, mind reading, outsider traits, resistance to acid 10, cold 10, and fire 10, SR 25, strong willed
Feats: Ability Focus (aura of loss); Alertness; Cleave; Combat Reflexes; Great Cleave; Improved Initiative; Improved Sunder; Improved Toughness ; Power Attack
Skills: +37 avoiding getting lost and hazards), Bluff +26, Concentration +32, Diplomacy +9, Hide +28, Intimidate +28, Knowledge (arcana) +26, Knowledge (geography) +26, Knowledge (the planes) +26, Listen +29, Move Silently +32, Sense Motive +27, Spellcraft +28, Spot +29, and Survival +35 (+37 on other planes
Advancement: 19-36 HD (large); 37-72 HD (Huge)
Climate/Terrain: Infinite layers of the Abyss
Treasure/Possessions: Standard coins; double goods; standard items, plus +2 glaive
Monster Manual III
A sorrowsworn demon's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Aura of Loss (Su): A sorrowsworn demon radiates feelings of intense personal loss. Any creature within 30 feet of a sorrowsworn demon must make a DC 26 Will save or be overwhelmed with feelings of despair as they continually visualize the most terrible losses they've ever endured or can imagine happening. These feelings manifest as a -2 penalty on attack rolls, saving throws, ability checks, and skill checks. An opponent that fails this save and has also had its mind read by the sorrowsworn demon is more likely to fall victim to its whispers of loss (see below).
In addition, due to the distracting nature of the aura, any affected creatures that attempt to cast spells must succeed on a Concentration check (DC 20 + spell level) to avoid losing the spell.
This ability lasts for as long as affected creatures remain within the area of the aura and for 2d6 rounds after they leave. Creatures that leave the aura and reenter must make another save upon reentry or be affected once more, regardless of whether they made their initial saving throw.
The sorrowsworn demon can suppress or activate this ability at will as a free action. This is a mind-affecting ability. The save DC is Charisma-based.
Spell-Like Abilities: At will - detect magic, invisibility, nondetection, greater teleport (self plus 50 pounds of objects only); 3/day - greater dispel magic, touch of idiocy (+26 melee touch), unholy blight (DC 19); 1/day - feeblemind (DC 20), mind fog (DC 20), plane shift, weird (DC 24). Caster level 20th.
Whispers of Loss (Su): A sorrowsworn demon preys on an enemy's feelings of loss, both real and projected. While engaged in combat, it whispers and hisses constantly, both aloud and in the minds of those creatures that can understand it.
A sorrowsworn demon can intensify these whispers, focusing them as a free action each round on one target within 60 feet that can understand it. Each round, it can change targets at will (this is also a free action, although the previous victim might suffer lasting effects from the whispers of loss, as described below). These intensified whispers of loss have different effects, depending on the sorrowsworn demon's whims and tactics.
Any creature that has succumbed to both a sorrowsworn demon's aura of loss and mind reading abilities takes an additional -2 penalty on any saves to resist the sorrowsworn demon's whispers.
Future Sorrow: A sorrowsworn demon whispers of the losses to come, and the futility of struggling against the inevitability of loss. The target creature is stunned for 2 rounds (Will DC 24 negates). This is a fear effect.
Great Emptiness: A sorrowsworn demon whispers of the great losses of history: genocides and other mass murders, great tragedies, and sacrifices that resulted in no greater good. The target creature becomes confused for 5 rounds (Will DC 24 negates).
Past Losses: A sorrowsworn demon describes the target creature's past losses, both real and imagined. The creature is dazed for 3 rounds as it contemplates all the losses of its life (Will DC 24 negates).
Whispers of loss is a mind-affecting ability and only functions against creatures with an Intelligence score of 3 or higher. A creature that succeeds on the saving throw against a whispers of loss effect is immune to that effect (but not the other effects) for 24 hours. Caster level 20th. The save DCs are Charisma-based.
Mind Reading (Sp): Once per round as a free action, a sorrowsworn demon can read the mind of one opponent (Will DC 24 negates). This ability functions exactly as the detect thoughts spell (caster level 20th), except that the effect is immediate. An opponent that fails this save and has also succumbed to the sorrowsworn demon's aura of loss is more likely to fall victim to its whispers of loss (see above).
A creature that succeeds on the saving throw is immune to that sorrowsworn demon's mind reading ability for the next 24 hours. The save DC is Charisma-based.
Strong Willed (Ex): Masters of manipulating minds, sorrowsworn demons are in turn especially resistant to similar abilities. They have a +4 racial bonus on saves against mind-affecting spells and abilities.
Telepathy (Su): Sorrowsworn demons can communicate telepathically with any creature within 100 feet that has a language.
Skills: A sorrowsworn demon has a +8 racial bonus on Hide, Move Silently, and Survival checks.
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.