Malebranche (CR 14)
Huge Outsider (Baatezu, Evil, Extraplanar, and Lawful)
Alignment: Always lawful evil
Initiative: +3(-1 Dex, +4 Improved Initiative); Senses: see in darkness, Listen +21, and Spot +21
Languages: Infernal, telepathy 100 ft.
AC: 32 (-2 size, -1 Dex, +25 natural), touch 7, flat-footed 33
Hit Dice: 16d8+112 (184 hp); DR: 15/magic
Fort +17, Ref +9, Will +12
Speed: 40 ft. and Fly 120 ft. (average)
Space: 15 ft.; Reach 15 ft. (+30 ft. with ranseur)
Base Attack +16; Grapple +34
Attack: Melee +1 cold iron ranseur +26/+21/+16/+11 and gore +19 or Melee: 2 claws +24 each and gore +19 or Melee gore +26 with Powerful Charge
Damage: +1 cold iron ranseur 3d6+16, gore 2d6+5, (sole attack 2d6+10 plus 3d6)
Special Attacks/Actions: improved grab
Attack Options: Flyby Attack, Hover, Power Attack
Abilities: Str 30, Dex 9, Con 25, Int 8, Wis 15, Cha 10
Special Abilities: fear aura, improved grab
Special Qualities: Aura fear (20 ft., DC 18), regeneration 8; Immunities: fire, poison; Resist acid 10, cold 10; SR 24
Feats: Improved Initiative, Flyby Attack, Hover, Power Attack, Powerful Charge, Weapon Focus (ranseur), Wingover ,
Skills: Balance +18, Escape Artist +18, Intimidate +19, Knowledge (the planes) +18, Listen +21, Sense Motive +21, and Spot +21
Advancement: 17-32 HD (Huge); 33-48 HD (Gargantuan)
Climate/Terrain: Nine Hells of Baator
Organization: Individual, Pair, Team (3-4 malebranches)
Fear Aura (Su): At the end of each of a malebranche's turns, creatures within 20 feet of it must succeed on DC 18 Will saves or be panicked for 10 rounds. The save DC is Charisma-based.
A creature that successfully saves cannot be affected by that same malebranche's aura for 24 hours. Baatezu are immune to the aura.
Improved Grab (Ex): If a malebranche hits an opponent at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking attacks of opportunity.
Updated to Fiendish Codex II
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).