Kastighur (CR 11)
Huge Outsider (Chaotic, Evil, Extraplanar, and Tanar'ri)
Alignment: Always chaotic evil
Initiative: -1(Dex); Senses: darkvision 60 ft., scent, Listen +19, and Spot +19
Languages: Abyssal, Celestial, Draconic; telepathy 100 ft.
AC: 23 (-2 size, -1 Dex, +9 natural, +7 armor and/or shield), touch 7, flat-footed 24
Hit Dice: 15d8+105 (172 hp); DR: 10/cold iron or good
Fort +16, Ref +18, Will +10
Speed: 30 ft. in breastplate; base speed 40 ft. ft.
Space: 15 ft.; Reach 15 ft.
Base Attack +15; Grapple +31
Attack: Melee: gore +21 (2d6+8) and 2 slams +19 each (1d8+4)
Attack Options: Improved Bull Rush, Improved Overrun, Power Attack, Powerful Charge, Quicken Spell-Like Ability (teleport), aligned strike (chaotic, evil), fear bolstered, stunning charge 5d6+12
Abilities: Str 27, Dex 8, Con 25, Int 8, Wis 12, Cha 8
Special Abilities: Aura: frightful presence (60 ft., DC 18); Immune: acid, electricity, poison; Resist: cold 10, fire 10; SR 17
Special Qualities: tanar'ri traits
Feats: Ability Focus (frightful presence), Improved Bull Rush, Improved Overrun, Multiattack, Power Attack, Powerful Charge, Quicken Spell-Like AbilityB (teleport), TrackB,
Skills: +21 following tracks, +21 in aboveground environments, +21 underground), Concentration +15, Diplomacy +1, Intimidate +17, Knowledge (dungeoneering) +4, Knowledge (nature) +6, Knowledge (the planes) +5, Listen +19, Search +8, Sense Motive +13, Spellcraft +8, Spot +19, and Survival +19 (+21 on other planes
Advancement: 16-30 HD (Huge); 31-45 HD (Gargantuan)
Climate/Terrain: Infinite Layers of the Abyss
Organization: one or two or with allies
Treasure: 1/2 standard; Possessions: +2 breastplate
Monster Manual IV
Frightful Presence (Su): A kastighur can inspire terror by charging or attacking. Affected creatures must succeed on a DC 18 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the kastighur. The save DC is Charisma-based and includes the bonus from the Ability Focus feat.
Fear Bolstered (Ex): A kastighur delights in attacking terrified opponents and gains a +2 bonus on attack rolls against shaken, frightened, or panicked creatures.
Stunning Charge (Ex): A kastighur typically begins a battle by charging at an opponent. In addition to the normal benefits and hazards of a charge, this allows the kastighur to make a single gore attack with a +23 attack bonus that deals 5d6+12 points of damage. The struck creature must succeed on a DC 25 Fortitude save or be stunned for 1 round. The save DC is Strength-based.
Spell-Like Abilities (CL 18th): At will - feather fall, teleport (self only)
Cruel and sadistic, the brutish kastighurs act as hunters and prison wardens among the tanar'ri. In combat, they teleport about the battlefield and use stunning charges to incapacitate and terrify foes.
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.