Paeliryon (CR 18)

Large Outsider (Baatezu, Evil, Extraplanar, and Lawful)
Alignment: Always lawful evil
Initiative: +7(+3 Dex, +4 Improved Initiative); Senses: scent, see in darkness, see invisibility, Listen +28, and Spot +28
Languages: Celestial, Common, Draconic, Infernal, telepathy 100ft, tongues


AC: 35 (-1 size, +3 Dex, +20 natural, +3 armor), touch 12, flat-footed 32
Hit Dice: 18d8+162 (243 hp); DR: 15/good and silver
Fort +20, Ref +14, Will +16
Speed: 20 ft., Fly 100 ft. (poor), and Burrow 20 ft.
Space: 15 ft.; Reach 10 ft. (20 ft. with claws)
Base Attack +18; Grapple +29
Attack: Melee: 2 claws +25 each, and bite +19
Damage: Claws 1d6+7/18-20/x3 plus 1d4 Cha, bite 1d8+3
Special Attacks/Actions: belittle, intoxicating perfume, summon baatezu
Attack Options: deform
Abilities: Str 25, Dex 16, Con 28, Int 24, Wis 21, Cha 21
Special Abilities: augmented critical, belittle, deform, intoxicating perfume; Spell-like Abilities.
Special Qualities: Immunities: fire, poison; Resist acid 10, cold 20; SR 26
Feats: Alertness, Empower Spell-Like Ability (meteor swarm), Hover, Improved Initiative, Quicken Spell-Like Ability (hold monster), Skill Focus (Gather Information), Skill Focus (Knowledge [local]),
Skills: Bluff +26, Concentration +30, Diplomacy +30, Disguise +26 (+28 acting), Forgery +28, Gather Information +31, Hide +20, Intimidate +28, Knowledge (arcana) +28, Knowledge (local) +31, Knowledge (the planes) +28, Listen +28, Move Silently +24, Sense Motive +26, Spot +28, and Survival +5 (+7 on other planes)
Advancement: 19-27 HD (Large); 28-54 HD (Huge)
Climate/Terrain: Nine Hells of Baator, any evil aligned plane
Organization: Individual (rare), Intrigue (2-4), Conspiracy(1 paeliryon, 1d3+1 horned devils, 1d6+2 barbed devils and 1d10+4 spined devils)
Treasure: Quadruple standard

Source: Fiendish Codex II
Fiend Folio

Spell-Like Abilities (CL 18th): At will - charm monster (DC 19), clairaudience/clairvoyance, greater dispel magic, greater invisibility, greater teleport (self plus 50 pounds of objects only), hold monster (DC 20), major image (DC 19), meteor swarm, mind blank, polymorph, suggestion (DC 18); 3/day - antilife shell, blasphemy (DC 22), enervation (+20 ranged touch), greater command (DC 20), greater prying eyes

Tongues (Su): As the tongues spell; always active; caster level 18th.

See Invisibility (Su): As the see invisibility spell; always active; caster level 18th.

Deform (Ex): Creatures hit by a paeliryon's claw attack take 1d4 points of Charisma damage.

Augmented Critical (Ex): A paeliryon's claws threaten a critical hit on a natural 18-20, dealing triple damage on a successful critical hit.

Belittle (Su): As a standard action, a paeliryon can unleash a torrent of epitaphs and insults. All non-baatezu within a 60-foot cone must succeed on a DC 24 Will save or be stunned for 1 round and become shaken for 1d4 rounds thereafter. The save DC is Charisma-based.

A creature that successfully saves cannot be affected again by that same paeliryon's belittle ability for 24 hours.

Intoxicating Perfume (Su) As the mind fog spell, but the effect is centered on the paeliryon; at will; DC 24; caster level 18th. The save DC is Charisma-based.

A creature that successfully saves cannot be affected by a paeliryon's intoxicating perfume for 24 hours. Baatezu are immune to this ability.

Retractable Claws (Ex): As a free action, a paeliryon can extend or retract its claws. When they are extended, the paeliryon's reach with its claw attacks increases by 10 feet.

Summon Baatezu (Sp): Once per day, a paeliryon can summon four lemures, two bone devils or bearded devils, or one erinyes, horned devil, or ice devil. This ability is the equivalent of an 8th-level spell (CL 18th).

Updated to Fiendish Codex II

Baatezu Subtype

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).

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).

Extraplanar Subtype

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.

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).