Myrmyxicus (CR 21)
Huge Outsider (Aquatic, Chaotic, Evil, Extraplanar, and Tanar'ri)
Alignment: Always chaotic evil
Initiative: +2 (Dex); Senses: Listen +30 and Spot +30
Languages: Telepathy 100 ft.
AC: 33 (-2 size, +2 Dex, +18 natural, +5 profane), touch 15, flat-footed 31
Hit Dice: 18d8+126 (207 hp); DR: 15/good and iron
Fort +18, Ref +13, Will +18
Speed: 20 ft., fly 40 ft. (poor), swim 60 ft.
Space: 15 ft./15 ft.
Base Attack +18; Grapple +37
Attack: Huge +3 unholy scythe +27 melee
Full Attack: Huge +3 unholy scythe +27/+22/+17/+12 melee and 3 Huge +3 unholy scythes +22 melee, or bite +25 melee and tail +25 melee and 6 tentacles +25 melee
Damage: Huge +3 unholy scythe 2d6+14/19-20/x4 primary), Huge +3 unholy scythes 2d6+8/19-20/x4 (secondary), bite 2d8+5, tail 1d8+5, tentacle 1d6+5
Special Attacks/Actions: Breath weapon, Charisma drain, constrict 1d6+5, improved grab, spell-like abilities, summon Tanar'ri
Abilities: Str 33, Dex 15, Con 24, Int 22, Wis 24, Cha 21
Special Qualities: infuse scythe, outsider traits, SR 30, Tanarri traits, unholy ichor
Feats: Alertness; Cleave; Improved Critical (scythe); Multiattack; Multiweapon Fighting; Power Attack; Weapon Focus (scythe)
Skills: Bluff +26, Concentration +29, Diplomacy +30, Disgraise +5 (+7 acting), Hide +15, Intimidate +28, Knowledge (arcana) +27, Knowledge (religion) +27, Knowledge (the planes) +27, Listen +30, Search +27, Sense Motive +28, Spellcraft +29, Spot +30, Survival +7 (+9 following tracks or on other planes), and Swim +40
Advancement: 19-25 HD (Huge); 26-48 (Gargantuan); 49-54 (Colossal)
Climate/Terrain: Any water (Abyss)
Treasure: Standard coins, double goods, standard items
Breath Weapon (Su): Once per minute, a myrmyxicus can exhale a 40-foot cone of unholy black vapor. All creatures in this area must make a Reflex save (DC 26) or become nauseated. Good-aligned creatures take 10d6 points of unholy damage as well (this damage is halved if the Reflex save is successful). Each round beyond the first that a good-aligned victim remains in contact with the vapor, he automatically takes 5d6 points of unholy damage. The vapor remains in the area for 1d6 rounds before it dissipates.
Charisma Drain (Su): An individual struck by a myrmyxicus's tail attack must make a Will save (DC 24) of permanently lose 1d6 points of Charisma (twice that amount on a critical hit). The myrmyxicus heals 5 points of damage (10 on a critical hit) whenever it drains Charisma, gaining any excess as temporary hit points.
Constrict (Ex): With a successful grapple check, a myrmyxicus can constrict a grabbed opponent, dealing 1d6+5 points of bludgeoning damage.
Improved Grab (Ex): If a myrmyxicus hits an opponent that is at least one size category smaller than itself with a tentacle attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +37). If it gets a hold, it also constricts on the same round. Thereafter, the myrmyxicus has the option to conduct the grapple normally, or simply use its tentacle to hold the opponent (-20 penalty on grapple check, but the myrmyxicus is not considered grappled).
Spell-like Abilities: At will - cause fear, charm person, charm monster, freedom of movement, telekinesis, teleport without error (self plus maximum load of objects only), true seeing; 3 day - control water, control weather, greater dispelling, unholy blight. Caster level 18th; save DC 15 + spell level.
Summon Tanar'ri (Sp): Once per day, a myrmyxicus can attempt to summon either 2d6 skulvyns or 1 hezrou (myrmyxicus's choice), with a 55% chance of success.
Infuse Scythe (Su): A myrmyxicus can infuse any masterwork scythe it touches with unholy magical energies, transforming it into a +3 unholy scythe as long as the demon remains in physical contact with the scythe. A myrmyxicus may infuse up to four scythes at a time in this manner; most carry four huge masterwork scythes with them for this purpose. The act of infusing a scythe is a full-round action, and the myrmyxicus may only infuse one scythe at a time. Unholy Ichor (Su): The thick, tarlike blood of a myrmyxicus sprays upon any creature that deals damage to the demon with a melee attack using a piercing or slashing weapon or natural weapon. A Reflex save (DC 26) allows the attacker to avoid the spray; otherwise he becomes nauseated for 1d4 rounds. Good-aligned creatures struck by this ichor who fail their saves take 2d6 points of unholy damage from the initial contact.
Skills: A myrmyxicus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10 on Swim checks, even if distracted or endangered.
Outsider Traits: A demon has darkvision (60-foot range). It cannot be raised or resurrected (though a wish or miracle spell can restore life).
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.
Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.
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.