Desert Devil (Araton) (CR 6)
AC: 22 (+2 Dex, +10 natural), touch 12, flat-footed 20
Hit Dice: 8d8+24 (60 hp); DR: 5/silver or good
Fort +9, Ref +8, Will +6
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +8; Grapple +10
Attack: Scimitar +11 melee
Full Attack: 2 scimitar +7 melee
Damage: Scimitar 1d6+2/18-20
Special Attacks/Actions: Desert halo
Abilities: Str 15, Dex 15, Con 16, Int 6, Wis 10, Cha 12
Special Qualities: immunity to fire, regeneration 3, SR 16
Feats: Alertness; Improved Initiative; Weapon Focus (scimitar); Whirlwind Attack
Skills: Balance +4, Climb +13, Escape Artist +13, Intimidate +12, Jump +4, Spot +13, Tumble +13, Use Rope +2 (+4 involving bindings), and listen +13
Advancement: 9-16 HD (Medium); 17-24 HD (Large)
Climate/Terrain: Nine Hells of Baator
Desert Halo (Su): A halo of abrasive dust swirls and screams around the araton in a 10-foot-radius spread. The swirling dust abrades any creature within it or attempting to move through it. Any creature passing through the haze takes 2d6 points of damage per round from the abrasive sand.
Regeneration (Ex): Desert devils take normal damage from silvered weapons, good-aligned weapons, and spells or effects with the good descriptor.
A desert devil that loses a piece of its body regrows it in 2d6+10 minutes. Holding the severed member against the stump enables it to reattach instantly.
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.
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful 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 lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).