Kelvezu (CR 18)
Medium Outsider (Chaotic, Evil, Extraplanar, and Tanar'ri)
Alignment: Always chaotic evil
Initiative: +14 (+10 Dex, +4 Improved Initiative); Senses: Listen +18 and Spot +18
Languages: Telepathy 100 ft.
AC: 35 (+10 Dex, +15 natural), touch 20, flat-footed 25
Hit Dice: 12d8+36 (90 hp); DR: 15/cold iron good
Fort +11, Ref +18, Will +11
Speed: 30 ft., fly 60 ft. (good)
Space: 5 ft./5 ft.
Base Attack +12; Grapple +17
Attack: +1 scimitar of greater wounding +16 melee and +1 dagger of wounding +16 melee
Full Attack: +1 scimitar of greater wounding +16/+11/+6 melee and +1 dagger of wounding +16/+11 melee
Damage: +1 scimitar of greater wounding 1d6+6/1 8-20 plus poison, +1 dagger of wounding 1d4+3/19-20 plus poison
Special Attacks/Actions: Poison, sneak attack +8d6, spell-like abilities
Abilities: Str 21, Dex 31, Con 16, Int 17, Wis 16, Cha 16
Special Qualities: enhanced detection, evasion, outsider, SR 26, summon Tanar'ri, Tanar'ri traits, uncanny dodge
Feats: Greater Two-Weapon Fighting; Improved Initiative; Improved Two-Weapon Fighting; Two-Weapon Fighting
Skills: Bluff +18, Concentration +18, Diplomacy +11, Hide +33, Intimidate +12, Knowledge (the planes) +18, Listen +18, Move Silently +33, Search +18, Sense Motive +18, Sleight of Hand +16, Spellcraft +18, and Spot +18
Advancement: 13-24 HD (Medium-size)
Climate/Terrain: Any land and underground
Treasure: Standard coins; standard items, plus +1 scimitar of greater wounding and +1 dagger of wounding
Monster Manual II
Poison (Ex): A kelvezu continually coats its weapons with an injury poison (Fortitude save DC 19) produced from its fingertips. The initial and secondary damage is the same (1d6 points of Constitution damage). Kelvezu poison is highly perishable, becoming inert 1 minute after the creature stops applying it.
Sneak Attack (Ex): Any time the kelvezu's target is denied a Dexterity bonus, or when it is flanked by the kelvezu, the latter deals an additional +8d6 points of damage on a successful melee attack.
Spell-Like Abilities: At will - deeper darkness, desecrate, detect good, detect law, greater dispelling, improved invisibility (self only), read magic, suggestion, teleport without error (self plus 50 pounds of objects only), tongues (self only), unhallow. Caster level 18th; save DC 13 + spell level.
Enhanced Detection (Su): In addition to its regular senses, a kelvezu perceives foes through detect magic and see invisibility effects (caster level 18th) that are always active.
Evasion (Ex): If exposed to any effect that normally allows a Reflex save for half damage, a kelvezu takes no damage on a successful saving throw.
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. Except as noted in the specific descriptions, a tanar'ri is immune to electricity and poison, and it has acid resistance 20, cold resistance 20, and fire resistance 20.
Summon Tanar'ri (Sp): Once per day, a kelvezu can attempt to summon another kelvezu with a 25% chance of success. Summoned tanar'ri automatically return whence they came after 1 hour. A tanar'ri 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.
Uncanny Dodge (Ex): A kelvezu retains its Dexterity bonus to AC even when flat-footed, and it cannot be flanked.
Skills: A kelvezu receives a +8 racial bonus on Hide and Move Silently checks.
Melee Weapon Special Ability
Greater wounding: A wound inflicted by a weapon of greater wounding bleeds for 2 points of damage per round thereafter, in addition to the normal damage the weapon deals. Multiple wounds from the weapon result in cumulative bleeding loss (two wounds deal 4 points of damage per round, and so on). The bleeding can be stopped only by a successful Heal check (DC is) or the application of a cure spell or some other healing spell (heal, healing circle, and so on).
Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, Mordenkainen's sword; Market Price: +4 bonus.
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.