Jovoc (CR 5)
AC: 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14
Hit Dice: 4d8+18 (36 hp); DR: 5/good or cold iron
Fort +7, Ref +6, Will +4
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple +1
Attack: Claw +6 melee
Full Attack: 2 claws +6 melee and bite +1 melee
Damage: Claw 1d3+1, bite 1d4
Abilities: Str 12, Dex 15, Con 16, Int 7, Wis 10, Cha 7
Special Qualities: Aura of retribution, fast healing 5, outsider traits, SR 13, summon Tanarri, Tanarri traits
Feats: Toughness (x2)
Skills: Hide +13, Listen +7, Move Silently +9, Search +5, Sense Motive +7, and Spot +7
Advancement: 5-8 HD (Small); 9-12 HD (Medium-size)
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or gang (3-4)
Monster Manual II
Aura of Retribution (Su): This effect is always active in a 30-foot spread centered on the jovoc. Whenever the creature takes damage from any source, every non-tanar'ri within the area immediately takes an equal amount of damage. A successful Fortitude saving throw (DC 15) halves the damage. (For example, if an opponent deals 12 points of damage to a jovoc, that opponent and every other non-tanar'ri within 30 feet also immediately take 12 points of damage each, or 6 points with a successful Fortitude save. Regardless of the source of the damage to the jovoc, damage dealt to non-tanar'ri by this effect is not subject to negation or reduction because of resistance, immunity, damage reduction, spell resistance, or the like.
Fast Healing (Ex): A jovoc regains lost hit points at rate of 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does allow the jovoc to regrow or reattach lost body parts.
Outsider Traits: A demon has darkvision (60-foot range). It cannot be raised or resurrected.
Tanar'ri Traits: Tanar'ri can communicate telepathic with any creature within 100 feet that has a language. A jovoc is immune to electricity and poison, and it has acid resistance 20, cold resistance 20, and fire resistance 20.
Summon Tanar'ri (Sp): All tanar'ri can summon or tanar'ri to their aid. This ability functions like a summon monster spell of the appropriate level, except that it has a limited chance of success. Once per day, a jovoc can attempt to summon another jovoc with a 25% chance of success. Summoned jovoc automatically return whence they came after 1 hour. A jovoc that has just been summoned cannot use its own summon ability for 1 hour. Most tanar'ri do not use their summon ability lightly, since it leaves them beholden to the summoned creatures. In general, they use it only when necessary to save their own lives.
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.