Nabassu, Juvenile (CR 5)
Medium Outsider (Chaotic, Evil, Extraplanar, and Tanar'ri)
Alignment: Always chaotic evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +10, and Spot +10
Languages: Abyssal, Common; Telepathy 100 ft.
AC: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Hit Dice: 5d8 (52 hp); DR: 5/cold iron or good
Fort +10, Ref +6, Will +8
Speed: 40 ft., fly 60 ft. (average)
Space: 5 ft./5 ft.
Base Attack +5; Grapple +11
Attack: Bite +11 melee
Full Attack: Bite +11 melee and 2 claws +6 melee
Damage: Bite 1d8+6, claws 1d4+3
Special Attacks/Actions: death-stealing gaze, feed
Attack Options: sneak attack +2d6
Abilities: Str 22, Dex 14, Con 22, Int 14, Wis 15, Cha 17
Special Qualities: Camouflage, immune to electricity and poison, resistance to acid 10, cold 10, and fire 10, SR 16
Feats: Improved Initiative; Iron Will
Skills: Bluff +11, Concentration +14, Diplomacy +5, Hide +10, Intimidate +13, Jump +15, Knowledge (local) +10, Listen +10, Move Silently +10, Spot +10, and Tumble +10
Advancement: 16-14 HD (Medium)
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or gang (3-6)
Treasure: Double standard
Fiendish Codex I
Camouflage (Ex): A juvenile nabassu has the ability to change the coloration of its flesh between various shades of black, gray, and brown. As a result, it gains a +8 circumstance bonus on Hide checks made in underground or barren environments.
Death-Stealing Gaze (Su): 30 feet, Fort DC 15 negates, bestows 1 negative level. Any humanoid creature drained to 0 levels by the juvenile nabassus death-stealing gaze dies and is immediately transformed into a ghoulunder the nabassu's permanent command. The death-stealing gaze has no effect on creatures that are not humanoids. The save DC is Charisma-based.
Feed (Su): A juvenile nabassu can feed on the body of a helpless living humanoid, devouring both its flesh and life force. To do so, the nabassu makes a coup de grace attack against the humanoid creature; this provokes an attack of opportunity from any creatures that threaten it. If the victim is slain by the coup de grace, a significant physical portion of its body is eaten by the nabassu while the remaining portions quickly rot away to a foul-smelling paste. This prevents any form of raising or resurrection that requires part of the corpse. A wish, miracle, or true resurrection can restore a devoured victim to life.
For every three humanoids the juvenile nabassu devours in this fashion, it gains the following benefits:
- +1 profane bonus on attack rolls, saving throws, skill checks, and ability checks
- +5 hit points
- +1 profane bonus to its natural armor
- +1 effective level (whenever the nabassus level is used in a die roll or calculation, increase it by 1)
A juvenile nabassu that devours 30 humanoids in this fashion loses the above benefits and instantly transforms into a mature nabassu (see below for statistics). On its next turn, the newly matured nabassu plane shifts back to the Abyss with any items currently in its possession, abandoning its ghoul minions.
Sneak Attack (Ex): A juvenile nabassu can make a sneak attack as a rogue, dealing an extra 2d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the juvenile nabassu is flanking. The save DC for either version of the gaze is Charisma-based and includes the +2 bonus from the nabassus Ability Focus feat.
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.