Skurchur (CR 5)
Small Outsider (Chaotic, Evil, and Tanar'ri)
Alignment: Always chaotic evil
Initiative: +5 (Dex); Senses: darkvision 60 ft.
Languages: telepathy 200 ft.
AC: 20 (+1 size, +5 Dex, +4 natural), touch 16, flat-footed 15
Hit Dice: 6d8+12 (39 hp); DR: 5/cold iron or magic
Fort +7, Ref +10, Will +9
Speed: 30 ft.
Space: 5 ft./5 ft. (15 ft. with tail)
Base Attack +6; Grapple +4
Attack: Tail +12 melee
Full Attack: Tail +12 melee and 2 claws +7 melee and bite +7 melee
Damage: Tail 1d6+2, Claws 1d4+1, Bite 1d6+1
Special Attacks/Actions: Spell-like abilities, summon Tanar'ri, touch of vacant beauty
Abilities: Str 15, Dex 20, Con 14, Int 15, Wis 19, Cha 18
Special Qualities: immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, SR 15
Feats: Combat Reflexes; Improved Initiative; Weapon Finesse
Skills: Bluff +13, Concentration +11, Diplomacy +19, Disguise +13 (+15 acting), Forgery +11, Gather Information +15, Intimidate +15, Knowledge (local) +11, Knowledge (nobility and royalty) +11, and Sense Motive +13
Advancement: 7-12 HD (Small)
Climate/Terrain: Infinite Layers of the Abyss
Spell-like Abilities (Sp): At will - alter self (humanoid forms only), charm person (DC 15), command (DC 15), detect good, detect thoughts (DC 16), greater teleport (self plus 50 pounds of objects only), hold person (DC 16), invisibility, tongues; 3/day - lesser geas (DC 18), suggestion (DC 17). Caster level 8th. The save DCs are Charisma-based.
Summon Tanar'ri (Sp): Once per day, a skurchur can attempt to summon 1 succubus with a 30% chance of success. This ability is the equivalent of a 3rd-level spell.
Touch of Vacant Beauty (Su): One of a skurchurs most insidious abilities is its power to enhance the beauty of any creature it touches, but only by drawing out and consuming the target's willpower and intuition. Skurchur's are fond of using this ability to bribe or pay those they favor.
In order to use the touch of vacant beauty, a skurchur must take a full-round action while maintaining physical contact with its victim, who must either be willing or helpless. Each round the contact persists, the victim takes 2d4 points of Wisdom damage and gains a +1 bonus to his Charisma. The skurchur can absorb as much Wisdom as it wants (or is allowed) from its victim, but the maximum bonus it can impart to the victim's Charisma score is equal to the skurchur's own Charisma modifier (usually +4). Wisdom damage persists until healed, hut the Charisma bonus fades in 24 hours.
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).
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.