Kocrachon (CR 4)
AC: 20 (+4 Dex, +6 natural), touch 14, flat-footed 16
Hit Dice: 6d8+6 (33 hp); DR: 15/good
Fort +6, Ref +9, Will +7
Speed: 30 ft., fly 60 ft. (average)
Space: 5 ft./5 ft.
Base Attack +6; Grapple +1
Attack: Bite +9 melee and 2 claws +4 melee
Full Attack: Bite +9 melee and 2 claws +4 melee
Damage: Bite 1d6+3, claw 1d4+1
Special Attacks/Actions: Disease, spell-like abilities
Abilities: Str 16, Dex 19, Con 13, Int 17, Wis 14, Cha 16
Special Qualities: Baatezu traits, sadism, SR 17, summon baatezu
Feats: Dodge; Improved Initiative
Skills: Bluff +12, Diplomacy +5, Heal +11, Hide +13, Intimidate +12, Jump +9, Listen +10, Move Silently +10, Search +9, and Spot +8
Advancement: 7-9 HD (Medium-size); 10-12 HD (Large)
Climate/Terrain: Any land and underground
Organization: Solitary or team (3-6)
Treasure/Possessions: Double standard
Book of Vile Darkness
Disease (Ex): Any creature hit by the kocrachon's bite attack must succeed at a Fortitude save (DC 14) or contract devil chills. The incubation period is 1d4 days, and the disease deals 1d6 points of Strength damage. The victim must make three successful Fortitude saving throws in a row to recover (see Disease).
Spell-Like Abilities: At will -- animate dead, cure moderate wounds, desecrate, detect good, detect magic, dispel magic, magic circle against good, liquid pain, major image, sorrow, suggestion, teleport without error (self plus 50 pounds of gear only) wave of grief, wither limb, wrack; 1/day -- blasphemy. Caster level 12th; save DC 13 + spell level.
Outsider Traits: A devil has darkvision (60-foot range). It cannot be raised or resurrected.
Baatezu Traits: A kocrachon can communicate telepathically with any creature within 100 feet that has a language. In addition, it can see perfectly in darkness of any kind, even that created by a deeper darkness spell. A kocrachon is immune to fire and poison, and it has acid resistance 20 and cold resistance 20.
Sadism: For every 10 points of damage a kocrachon deals in a round, it gains a +1 luck bonus on attack rolls, saving throws, and skill checks during the next round.
Summon Baatezu (Sp): Twice per day a kocrachon can attempt to summon 1 kocrachon, with a 40% chance of success. Summoned creatures automatically return whence they came after 1 hour. A baatezu that has just been summoned cannot use its own summon ability for 1 hour. Most baatezu 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 gain victory or to save their own lives.
Many devils belong to the race of evil outsiders known as the baatezu.
Traits: A baatezu possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to fire and poison.
- Resistance to acid 10 and cold 10.
- See in Darkness (Su): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
- Summon (Sp): Baatezu share the ability to summon others of their kind (the success chance and type of baatezu summoned are noted in each monster description).
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.
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).