Half-Fiend, Durzagon (CR 4)
Medium Outsider (Evil and Lawful)
Alignment: Usually lawful evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: darkvision 120 ft., Listen +11, and Spot +11
AC: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Hit Dice: 5d8+10 (32 hp); DR: 5/magic
Fort +6, Ref +6, Will +4
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +5; Grapple +7
Attack: Claw +7 melee
Full Attack: 2 claws +7 melee and bite +2 melee and beard +2 melee
Damage: Claw 1d6+2, bite 1d6+1, beard 1d3+1 plus poison
Special Attacks/Actions: Beard, poison, spell-like abilities
Abilities: Str 15, Dex 14, Con 15, Int 14, Wis 11, Cha 8
Special Qualities: Acid resistance 10, cold resistance 10, duergar traits, electricity resistance 10, fire resistance 10, immunities, light sensitivity, outsider traits, SR 15
Feats: Alertness; Improved Initiative; Power Attack
Skills: Appraise +10, Bluff +7, Craft (metalworking) +10, Craft (stoneworking) +10, Diplomacy +11, Intimidate +1, Listen +11, Move Silently +14, Search +10, Sense Motive +8, and Spot +11
Advancement: By character class
Climate/Terrain: Any underground
Organization: Solitary, team (1 plus 2-4 duergar), squad (1 plus 11-20 duergar), or clan (1 plus 30-100 duergar)
Treasure: Double standard
Monster Manual II
Beard (Ex): If a durzagon hits a single opponent with both claw attacks, it automatically hits with its beard as well.
Poison (Ex): A durzagon's poison (Fortitude save DC 14) is a sulfuric fluid delivered with each successful beard attack. The initial damage is 1d4 points of Strength damage, and the secondary damage is 1d2 points of Strength drain.
Spell-Like Abilities: 3/day - darkness, 1/day - desecrate, enlarge (self only), invisibility, unholy blight. Caster level save DC 9 + spell level.
Duergar Traits: A durzagon gains a +1 bonus on attack rolls against orcs and goblinoids, a +2 bonus on Will saves against spells and spell-like abilities, and a +4 dodge bonus against giants. It also has stonecunning (+2 racial bonus on checks to notice unusual stonework; intuit depth).
Immunities (Ex): A durzagon is immune to paralysis, phantasms, and poisons.
Light Sensitivity: Exposure to bright light (such as sunlight or a daylight spell) imposes a -2 circumstance penalty on a durzagon's attack rolls.
Outsider Traits: A durzagon cannot be raised or resurrected.
Skills: A durzagon gains a +4 racial bonus on Move Silently checks and a +1 racial bonus on Listen and Spot checks.
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 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).