Orthon (CR 8)
Large Outsider (Baatezu, Evil, Extraplanar, and Lawful)
Alignment: Always lawful evil
Initiative: +1(Dex); Senses: see in darkness, Listen +12, and Spot +12
Languages: Celestial, Draconic, Infernal; telepathy 100 ft.
AC: 24 (-1 size, +1 Dex, +6 natural, +8 armor and/or shield), touch 10, flat-footed 23
Hit Dice: 7d8+56 (87 hp); DR: 5/good or silver
Fort +13, Ref +6, Will +9
Speed: 20 ft.
Space: 15 ft.; Reach 10 ft. (20 ft. with hellspear)
Base Attack +7; Grapple +17
Attack: Melee: hellspear +14/+9; Ranged: hellfire crossbow +7 tanged touch
Damage: hellspear 2d6+9/x3, hellfire crossbow 2d6/19-20
Special Attacks/Actions: dimensional interference, formation fighting, maggot burst
Attack Options: hell stroke
Abilities: Str 22, Dex 13, Con 26, Int 8, Wis 15, Cha 11
Special Abilities: dimensional interference, formation fighting, hell stroke, maggot burst
Special Qualities: Immunities: fire, poison; Resist: acid 10, cold 10, stability (+4 against bull rush and trip)
Feats: Feats Improved Critical (hellspear), Iron Will, Weapon Focus (hellspear),
Skills: Balance +11, Climb +16, Intimidate +10, Jump +10, Listen +12, Search +9, Spot +12, and Survival +2 (+4 to follow tracks)
Advancement: 8-15 HD (Large); 16-24 HD (Huge)
Climate/Terrain: Nine Hells of Baator - battlefield
Organization: Individual (rare), Team (2), Squad(4)
Treasure: Standard, hellspear, hellfire crossbow
Fiendish Codex II
Hellspear: This weapon is unique to orthons. It is a longspear with a variety of sharp blades projecting along its shaft, making it useful against distant and close opponents. This exotic weapon has reach but, unlike most other reach weapons, it is also usable against opponents within its wielder's normal reach. It is a masterwork cold iron weapon.
Hellfire Crossbow: Built from brass and bone, this crossbow lacks a drawstring. Instead, any devil that carries it can use a move action to focus the crossbow on a single target and let loose a stream of pure hellfire as a ranged touch attack. This energy appears as flame, but it has no energy type (and thus ignores resistances and immunities). A hellfire crossbow has a maximum range of 400 feet and no range increment. This weapon functions only in the hands of a baatezu. Other creatures are unable to focus the energy needed to spawn the bolt of energy from it.
Hell Stroke (Ex) An orthon's intense training and familiarity with its hellspear allows it to make a special attack with that weapon. When using a full attack action, an orthon can choose to make an extra attack at its opponent adjacent to the target of its first attack. The orthon makes its first attack as normal, and then decides if it wants to use its hell stroke ability. If it uses this option, it cannot make any of the extra attacks from its full attack action. Otherwise, it takes them as normal. Note that the second attack granted by this ability must be against a different target. The second target must be within the orthon's reach.
Dimensional Interference (Su): At will, as a swift action, an orthon can emit a 20-foot-radius field that disrupts extradimensional movement. All creatures within the area are prevented from using any spell or spell-like ability that provides such movement, as if affected by a dimensional anchor spell. Each use of the field lasts for 4 rounds. There is no save against this ability.
Formation Fighting (Ex): If a square adjacent to an orthon is occupied by another orthon, both gain a +2 bonus on attack rolls, damage rolls, and saving throws so long as they remain adjacent. Bonuses gained from multiple orthons stack.
Maggot Burst (Ex): The maggots that crawl from an orthon's body are voracious eaters. They devour the blood and pus that seeps from the wounds where the orthon's armor was attached to its body. When an orthon is slain, the maggots burst from its body in search of a new meal. Luckily, they cannot survive away from their original host for long. When an orthon takes a critical hit, or if it is slain, maggots surge from its body. All creatures other than baatezu within 10 feet of the orthon take 2d6 points of damage as the maggots swarm over the area, gnawing and biting all in their path.
Many devils belong to the race of evil outsiders known as the baatezu.
Traits: A baatezu possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to fire and poison.
- Resistance to acid 10 and cold 10.
- See in Darkness (Su): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
- Summon (Sp): Baatezu share the ability to summon others of their kind (the success chance and type of baatezu summoned are noted in each monster description).
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.
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).