Maurezhi (CR 9)
Medium Outsider (Chaotic, Evil, Extraplanar, and Tanar'ri)
Alignment: Always chaotic evil
Initiative: +2 (Dex); Senses: Listen +11 and Spot +11
Languages: Language of consumed victim, Telepathy 100 ft.
AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Hit Dice: 5d8+5 (27 hp); DR: 10/good
Fort +5, Ref +6, Will +5
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +5; Grapple +7
Attack: Bite +7 melee
Full Attack: Bite +7 melee and 2 claws +5 melee
Damage: Bite 1d6+2 plus paralysis, claw 1d4+1 plus paralysis
Special Attacks/Actions: Consume, paralysis, pounce, spell-like abilities
Abilities: Str 14, Dex 15, Con 12, Int 9, Wis 12, Cha 17
Special Qualities: Assume shape, outsider traits, SR 19, summon creatures, Tanar'ri traits
Feats: Alertness; Multiattack
Skills: Bluff +11, Diplomacy +5, Disguise +11 (+13 acting), Hide +10, Intimidate +5, Jump +18, Listen +11, Move Silently +10, and Spot +11
Advancement: See text
Climate/Terrain: Any land and underground (Abyss)
Organization: Solitary, pair, or pack (3-5)
Treasure/Possessions: Standard, plus consumed characters' gear
Consume (Ex): When a maurezhi slays a sentient living creature (Intelligence score 3 or higher) and consumes the body, it gains additional power from this grisly food. It must begin eating the corpse within 10 minutes of its death and requires 30 minutes to complete the consumption. If the maurezhi is interrupted during this process, it can't completely consume the corpse or gain the benefits.
A creature that has been consumed by a maurezhi cannot be restored to life through any form of raising or resurrection that requires part of the corpse. A wish, miracle, or true resurrection spell can restore a devoured victim to life, but there is a 70% chance that even such powerful magic will fail. There is no limit to the number of corpses a maurezhi can devour in this fashion; but it advances (see below) only by devouring the corpses of creatures whose Hit Dice or levels are at least half its own current Hit Dice. For example, a maurezhi of 13 Hit Dice can advance only by devouring the corpse of a character of at least 7th level.
For each suitable corpse a maurezhi consumes, its hit Dice, natural armor bonus, Strength, Intelligence, and base attack bonus each increase by +1. Its base saving throw bonuses improve according to its new Hit Dice. It gains additional skill points equal to 8 + its Intelligence modifier, and it spends these additional points on skills possessed by its victim (all of which are treated as class skills for the maurezhi). If the added Hit Die brings the maurezhi's total to any multiple of four, it gains a new feat as well which it can choose from among the feats its previous victims had, assuming that it meets the necessary prerequisites. In addition, the maurezhi gains access to the memories of the creature it has consumed, can speak any language that creature knew, and can assume that creature's form (see below).
The maurezhi can reach a maximum of 20 Hit Dice through advancement. Its challenge rating, damage reduction and spell resistance improve with advancement as shown on the table below.
Paralysis (Ex): Any creature hit by a maurezhi's claw or bite attack must succeed at a Fortitude save (13, or DC 10 + 1/2 the maurezhi's Hit Dice + its Constitution modifier, whichever is higher) or be paralyzed for 1d6+4 minutes.
Pounce (Ex): If a maurezhi charges, it can make a full attack even though it has moved.
Spell-Like Abilities: Always active - deathwatch; at will - animate dead, blur, cause fear, chill touch, death knell, hold person, invisibility; 3/day - fear. Caster level equal to total HD; save DC 13 + spell level.
Assume Shape (Su): A maurezhi can take on the appearance of any humanoid creature whose corpse it has consumed. This ability functions like the disguise self spell (caster level 15th), except that the maurezhi can remain in the chosen form indefinitely. It can assume a new form or return to its own as a standard action.
Outsider Traits: A maurezhi has darkvision (60-foot range). It cannot be raised or resurrected.
Summon Creatures (Sp): This ability functions like a summon monster spell of the appropriate level, except that it has only a limited chance of success. Once per day a maurezhi can attempt to summon 1d4 ghouls with a 100% chance of success, or 2d4 dretches with a 60% chance of success.
Tanar'ri Traits: Tanar'ri can communicate telepathically with any creature within 100 feet that has a language. A tanar'ri is immune to electricity and poison, and it has acid resistance 20, cold resistance 20, and fire resistance 20.
Skills: A maurezhi gains a +8 racial bonus on Jump checks. When using its assume shape ability, a maurezhi receives an additional +12 circumstance bonus on Disguise checks (reflecting its access to the consumed form's memories as well as its physical alteration).
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.