Rutterkin (CR 3)
AC: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Hit Dice: 5d8+10 (32 hp); DR: 5/silver
Fort +6, Ref +6, Will +5
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +5; Grapple +0
Attack: Double axe +5 melee and double axe +5 melee, or 2 claws +7 melee
Full Attack: Double axe +5 melee and double axe +5 melee, or 2 claws +7 melee
Damage: Double axe 1d8+2/x3 (primary), double axe 1d8+1/x3 (offhand), claw 1d6+2
Special Attacks/Actions: summon tanar'ri
Abilities: Str 14, Dex 15, Con 14, Int 9, Wis 12, Cha 10
Special Qualities: outsider traits, SR 14, Tanar'ri traits
Feats: Two-Weapon Fighting
Skills: Climb +8, Intimidate +5, Jump +10, Move Silently +6, Spot +5, Tumble +8, and listen +5
Advancement: 6-10 HD (Medium-size); 11-15 HD (large)
Climate/Terrain: Any land and underground
Organization: Solitary or gang (3-10)
Spell-Like Abilities: At will - darkness, cause fear, telekinesis; 1/day - desecrate. Caster level 6th; save DC 10 + spell level.
Summon Tanar'ri (Sp): Once per day a rutterkin can attempt to summon 1 rutterkin with a 35% chance of success or 1 chasme with a 10% chance of success.
A rutterkins double axe has the same weapon statistics as an orc double axe. In addition, a rutterkin can use a snap-tong or a three-armed blade.
Snap-Tong: Many rutterkins carry this large exotic weapon rather than a double axe. A snap-tong deals 2d6 points of piercing damage, threatens a critical hit on a 20, and deals double damage on a critical hit. A wielder that hits an opponent of Small to Large size may attempt to start a grapple as a free action without provoking an attack of opportunity If the wielder gets a hold, the snap-tong grabs the opponent and deals 2d6 points of damage each round the hold is maintained. All rutterkins are proficient in the use of this weapon.
Three-Armed Blade: This exotic ranged weapon is a 1-foot wide, three-bladed wedge that is launched from a slinglike device. It has a range increment of 20 feet and deals 1d10 points of slashing damage. It threatens a critical hit on a 20 and deals double damage on a critical hit. All rutterkins are proficient in its use.
Immunities (Ex): Tanar'ri are immune to poison and electricity.
Resistances (Ex): Tanar'ri have cold, fire, and acid resistance 20.
Telepathy (Su): Tanar'ri can communicate telepathically with any creature within 100 feet that has a language.
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.