Malfera (CR 6)
Large Outsider (Chaotic, Evil, and Extraplanar)
Alignment: Usually chaotic evil
Initiative: +5; Senses: darkvision 60 ft., see invisibilty, Listen +14, and Spot +14
Languages: Abyssal and fragments of several mortal languages
AC: 1 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Hit Dice: 9d8+54 (94 hp); DR: 10/magic
Fort +12, Ref +7, Will +10
Speed: 50 ft., swim 20 ft.
Space: 10 ft./10 ft.
Base Attack +9; Grapple +23
Attack: Claw +14 melee
Full Attack: 2 claws +14 melee and bite +9 melee
Damage: Claw 1d10+6, Bite 1d8+3 plus poison
Special Attacks/Actions: Acid tentacles, improved grab (claw), nightmare poison
Abilities: Str 22, Dex 12, Con 22, Int 10, Wis 14, Cha 16
Special Qualities: Acid immunity, cold resistance 10, electricity resistance 10, knock, outsider traits
Feats: Ability Focus (nightmare); Improved Initiative; Iron Will; Power Attack
Skills: Climb +12, Diplomacy +11, Intimidate +15, Jump +18, Knowledge (the planes) +8, Listen +14, Move Silently +13, Search +12, Sense Motive +14, Spot +14, and Swim +14
Advancement: 10-18 HD (Large); 19-27 HD (Huge)
Climate/Terrain: Any chaotic-aligned plane or dream plane
Organization: Solitary or pair
Acid Tentacles (Ex): When a malfera participates in a grapple, the tentacles on its chest aid in the grapple, giving it a +4 bonus on grapple checks. Each round the malfera maintains the grapple, its tentacles secrete an acidic slime that deals 2d6 points of acid damage to its grappled opponent.
Improved Grab (Ex): If the malfera hits with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Improved grab works against targets up to one size larger than the malfera. Each successful grapple check it makes during successive rounds automatically deals claw damage.
Nightmare (Su): Once per day, a malfera can enter the dreams of a sleeping creature on its current plane, the Material Plane, the Astral Plane, or the Ethereal Plane, haunting it as if using a nightmare spell. Unlike the spell, the malfera immediately breaks the connection if its mind or body is attacked, and it does not require any knowledge of or connection to its target to use this ability (it can cast its mind out across the planes to attack a random intelligent sleeping creature) A DC 19 Will save negates this effect. The DC is Charisma-based.
Poison (Ex): Injury, Fortitude DC an, initial damage and secondary damage 1d3 Con. The save DC is Constitution-based.
Knock (Su): A malfera's touch opens doors automatically as if using a knock spell (caster level 9th).
See Invisibility (Su): A malfera automatically detects invisible and ethereal creatures as if using the see invisibility spell. If dispelled, it can resume this ability as a free action.
Skills: A malfera has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take in on a swim check, even if distracted or endangered. It can use the run action while swimming, provided it moves in a straight line.
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.