Melchon (Duke of Hell) (CR 16)

Medium Outsider (Evil and Lawful)
Alignment: Always lawful evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., see in darkness, Listen +39, and Spot +38
Languages: Telepathy 100 ft.


AC: 33 (+3 Dex, +20 natural), touch 13, flat-footed 30
Hit Dice: 33d8+363 (511 hp); DR: 25/magic good
Fort +28, Ref +21, Will +27
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +33; Grapple +29
Attack: Greataxe +41 melee; or tail sting +40 melee
Full Attack: Greataxe +41 melee; or tail sting +40 melee
Damage: Greataxe 1d12+7; or tail sting 2d4+7
Special Attacks/Actions: Spell-like abilities, psionics, fear aura, corrupt water, summon devils
Abilities: Str 25, Dex 17, Con 31, Int 26, Wis 28, Cha 28
Special Qualities: SR 29, devil qualities, regeneration 15
Feats: Blind-fight; Cleave; Combat Casting; Great Cleave; Improved Critical (greataxe); Improved Initiative; Power Attack; Improved Sunder; Weapon Focus (greataxe)
Skills: Bluff +34, Climb +37, Concentration +46, Diplomacy +45, Disguise +29, Gather Information +39, Heal +34, Intimidate +34, Knowledge (arcana) +44, Knowledge (planes) +33, Knowledge (religion) +33, Listen +39, Move Silently +28, Search +38, Sense Motive +34, Spellcraft +34, and Spot +38
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Solitary or troupe (1 pit fiend, 2-5 barbazu, and 7-12 erinyes)
Treasure/Possessions: Standard

Source: Converted

Spell-like Abilities: At will - animate dead, blasphemy, charm person, comprehend languages, desecrate, detect good, detect magic, dispel magic, hold person, improved invisibility, magic circle against good, major image, produce flame, pyrotechnics, see invisible, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura, unhallow, and wish; 2/day - fireball; 1/day - meteor swarm (any) and symbol (any). These abilities are as the spells cast by a 20th-level sorcerer (save DC 19 + spell level).

Psionics (Sp): At will - astral projection, detect evil, detect law, levitate, and protection from good. These abilities are as the spells cast by a 20th-level sorcerer (save DC 19 + spell level).

Fear Aura (Su): As a free action, 30-foot radius, Will save (DC 35) negates, as a fear spell cast by a 20th-level sorcerer. If the save is successful that creature cannot be affected again by Melchon's fear aura for one day.

Corrupt Water (Ex): Touch transforms up to 66 gallons of water into a deadly poison equal to Deathblade poison. Holy water is unaffected by this ability. Magical waters or potions receive a save (DC 36) to avoid corruption. A potion's save is equal to 2+one-half its caster level.

Summon Devils (Sp): Three times per day, Melchon can automatically summon 3 lemures, erinyes, or barbazu, or 2 osyluths, hamatulas, or cornugons, or one pit fiend.

Regeneration (Ex): Melchon takes normal damage from holy and blessed weapons of at least +3 enchantment.

Devil Qualities (Ex): Immune to fire and poison; cold and acid resistance 20.

See in Darkness (Su): Can see perfectly in darkness of any kind, even that created by deeper darkness spells.

Telepathy (Su): Melchon can communicate telepathically with any creature within 100 feet that has a language.

Melchon first appeared in Dragon #75 (Ed Greenwood, July 1983).

Evil Subtype

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).

Lawful Subtype

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).