Half-Fiend Draegloth (CR 5)

Large Outsider (Native)
Alignment: Always chaotic evil
Initiative: +2 (Dex); Senses: darkvision 60 ft., Listen +9, and Spot +9


AC: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Hit Dice: 6d8+12 (39 hp)
Fort +7, Ref +7, Will +5
Speed: 30 ft.
Space: 10 ft./10 ft.
Base Attack +6; Grapple +16
Attack: 2 claws 11 melee; bite +6 melee
Full Attack: 2 claws 11 melee; bite +6 melee
Damage: Claw 1d6+6, bite 1d8+3
Special Attacks/Actions: Spell-like abilities
Abilities: Str 22, Dex 15, Con 14, Int 13, Wis 11, Cha 11
Special Qualities: Acid, cold, electricity, fire resistance 10, drow abilities
Feats: Blind-fight; Cleave; Power Attack
Skills: Concentration +11, Hide +7, Jump +15, Knowledge (religion) +10, Listen +9, Move Silently +11, Search +10, Spellcraft +10, and Spot +9
Advancement: By character class
Climate/Terrain: Underground
Organization: Solitary
Treasure/Possessions: None

Source: Monster Compendium: Monsters of Faerûn

Spell-like Abilities: Draegloths can use the following spell-like abilities once per day, as a 6th-level sorcerer: dancing lights, desecrate, faerie fire, and unholy blight. They can also cast darkness four times per day.

Immunities (Ex): Draegloths are immune to poison and sleep-inducing spells and effects.

Resistances (Ex): Draegloths have acid, cold, electricity, and fire resistance 20 and gain a +2 racial bonus on their saving throws against enchantment spells or effects.

Native Subtype

A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype's name).

Unlike true outsiders, native outsiders need to eat and sleep.