Hellcat (Bezekira) (CR 7)

Large Outsider (Evil, Extraplanar, and Lawful)
Alignment: Always lawful evil
Initiative: +9 (+5 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., scent, Listen +17, and Spot +13
Languages: telepathy 100 ft.


AC: 21 (-1 size, +5 Dex, +7 natural), touch 14, flat-footed 16
Hit Dice: 8d8+24 (50 hp); DR: 5/good
Fort +9, Ref +11, Will +8
Speed: 40 ft.
Space: 10 ft./5 ft.
Base Attack +8; Grapple +18
Attack: Claw +13 melee
Full Attack: 2 claws +13 melee and bite +8 melee
Damage: Claw 1d8+6, bite 2d8+3
Special Attacks/Actions: Pounce, improved grab, rake 1d8+3
Abilities: Str 23, Dex 21, Con 17, Int 10, Wis 14, Cha 10
Special Qualities: invisible in light, SR 19, fire resistance 10
Feats: Dodge; Improved Initiative; Track
Skills: Balance +16, Climb +17, Hide +13, Jump +21, Listen +17, Move Silently +20, Spot +13, and Swim +17
Advancement: 9-10 HD (Large); 11-24 HD (Huge)
Climate/Terrain: Nine Hells of Baator
Organization: Solitary, pair or pride (6-10)
Treasure: None

Source: Monster Manual

Improved Grab (Ex): To use this ability, the hellcat must hit with its bite attack. If it gets a hold, it can rake.

Rake (Ex): A hellcat can make two rake attacks (+12 melee) against a held creature with its hind legs for 1d4+3 damage each. If the hellcat pounces on an opponent, it can also rake.

Invisible in Light (Ex): A hellcat is invisible in any area lit well enough for a human to see. In a darkened area, it shows up as a faintly glowing outline visible up to 30 feet away (60 feet if the viewer has low-light vision). Magical darkness smothers the glow and conceals the outline.

Skills: Hellcats receive a +4 racial bonus to Listen and Move Silently checks.

Evil Subtype

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).

Extraplanar Subtype

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.

Lawful Subtype

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).