Palrethee (CR 8)
Medium Outsider (Chaotic, Evil, Extraplanar, Fire, and Tanar'ri)
Alignment: Always chaotic evil
Initiative: +3 (Dex); Senses: Listen +12 and Spot +12
Languages: Telepathy 100 ft.
AC: 23 (+3 Dex, +10 natural), touch 13, flat-footed 20
Hit Dice: 8d8+24 (60 hp); DR: 10/good
Fort +9, Ref +9, Will +7
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +8; Grapple +3
Attack: +1 flaming longsword +14/+9, or 2 slams +12 melee
Full Attack: +1 flaming longsword +14/+9, or 2 slams +12 melee
Damage: +1 flaming longsword 1d8+7/19-20 plus 1d6 fire, slam 1d8+4
Special Attacks/Actions: Demonic burn, spell-like abilities
Abilities: Str 19, Dex 16, Con 16, Int 13, Wis 12, Cha 11
Special Qualities: fiery shield, fire subtype, outsider traits, SR 18, summon Tanar'ri, Tanar'ri traits
Feats: Combat Expertise; Dodge; Weapon Focus (longsword)
Skills: Bluff +11, Concentration +15, Diplomacy +12, Hide +14, Intimidate +11, Knowledge (arcana) +12, Listen +12, Search +12, Sense Motive +12, Spellcraft +14, and Spot +12
Advancement: 9-12 HD (Medium-size)
Climate/Terrain: Any land and underground
Monster Manual II
Demonic Burn (Ex): Any creature hit by a palrethee's slam attack must succeed at a Reflex save (DC 17) or catch fire. The flame burns for 1d4 rounds (see Catching on Fire). A burning creature can take a move-equivalent action to put out the flame.
Spell-Like Abilities: At will - detect good, detect magic, see invisibility; 1/day - fear (30-foot radius) - Caster level 8th; save DC 10 + spell level.
Fiery Shield (Sp): A palrethee is wreathed in scorching flames that cause damage to each creature that attacks it with a natural or hand-held melee weapon. Such an attack deals normal damage to the palrethee (assuming its damage reduction is overcome), but at the same time the attacker takes 1d6+8 points of fire damage (spell resistance applies; caster level 8th). Weapons with exceptional reach, such as longspears, do not endanger their users in this way.
Fire Subtype (Ex): A palrethee is immune to fire damage but takes double damage from cold unless a saving throw for half damage is allowed. In that case, the creature takes half damage on a success and double damage on a failure.
Outsider Traits: A demon has darkvision (60-foot range). It cannot be raised or resurrected.
Tanar'ri Traits: Tanar'ri can communicate telepathic with any creature within 100 feet that has a language. A palrethee is immune to electricity and poison, and it has acid resistance 20 and fire resistance 20.
Summon Tanar'ri (Sp): All tanar'ri can summon or tanar'ri to their aid. Once per day, a palrethee can attempt to summon another palrethee with a 30% chance of success. Summoned tanar'ri automatically return whence they came after 1 hour. A tanar'ri that has just been summoned cannot use its own summon ability for 1 hour. Most tanar'ri do not use their summon ability lightly, since it leaves them beholden to the summoned creatures. In general, they use it only when necessary to save their own lives.
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.
A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.
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.