Molydeus (CR 19)
Large Outsider (Chaotic, Evil, Extraplanar, and Tanar'ri)
Alignment: Always chaotic evil
Initiative: +10 (+6 Dex, +4 Improved Initiative); Senses: all-around vision, darkvision 60 ft., true seeing, Listen +29, and Spot +29
Languages: Abyssal, Auran, Celestial, Common, Draconic, Ignan, Infernal; telepathy 100 ft.
AC: 40 (-1 size, +6 Dex, +18 natural, +4 armor, +3 deflection), touch 17, flat-footed 33
Hit Dice: 19d8 (275 hp); DR: 15/cold iron and good
Fort +21, Ref +17, Will +18
Speed: 40 ft.
Space: 10 ft./10 ft.
Base Attack +19; Grapple +32
Attack: Melee +1 dancing vorpal cold iron greataxe +28/+23/+18/+13 and bite +25 and bite +25 or Melee +1 dancing vorpal cold iron greataxe +28/+23/+18/+13 and 2 claws each +27 and bite +25 and bite +25
Damage: Melee +7 dancing vorpal cold iron greataxe 3d6+14/19-20/x3, bite 2d6+4, bite 1d6+4 plus poison, claws 1d6+9
Special Attacks/Actions: piercing strike, snakebite, summon Tanar'ri, poison, spell-like abilities
Attack Options: Combat expertise, Improved Trip, Improved Disarm
Abilities: Str 28, Dex 22, Con 30, Int 21, Wis 24, Cha 28
Special Qualities: Fast healing 30;Immune electricity, poison, Resist acid 10, cold 10, fire 10; SR 30, evasion
Feats: Combat Expertise; Improved Critical (greataxe); Improved Disarm; Improved Initiative; Improved Trip; Multiattack; Quicken Spell-Like Ability (telekinesis); Track
Skills: Bluff +31, Concentration +32, Diplomacy +35, Forgery +21, Intimidate +33, Knowledge (any one) +27, Knowledge (the planes) +27, Listen +29, Search +27, Sense Motive +29, Spot +29, Survival +29 (+31 to follow tracks), and Use Magic Device +31
Advancement: 20-29 HD (Large); 30-57 HD (Huge)
Climate/Terrain: Any land and underground
Organization: Solitary, see text
Treasure/Possessions: Quad standard, plus +1 dancing vorpal cold iron great axe and hord of blasting
Fiendish Codex I
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.