Turagathshnee (CR 12)
AC: 26 (-1 size, +1 Dex, +16 natural), touch 10, flat-footed 25
Hit Dice: 9d8+27 (67 hp); DR: 10/good
Fort +9, Ref +7, Will +7
Speed: 30 ft., climb 15 ft.
Space: 10 ft./10 ft.
Base Attack +9; Grapple +18
Attack: Bite +14 melee
Full Attack: Bite +14 melee and 2 claws +11 melee
Damage: Bite 2d6+5, claw 1d6+2
Special Attacks/Actions: Improved grab, spell-like abilities, summon Tanar'ri, swallow whole
Abilities: Str 21, Dex 12, Con 17, Int 16, Wis 12, Cha 10
Special Qualities: immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, SR 21
Feats: Cleave; Multiattack; Power Attack; Weapon Focus (bite)
Skills: +3 on other planes), Climb +25, Concentration +15, Hide +9, Intimidate +12, Knowledge (arcana) +15, Knowledge (the planes) +15, Listen +13, Move Silently +13, Search +15, Spellcraft +17, Spot +13, and Survival +1 (+3 following tracks
Advancement: 10-13 HD (Large); 14-27 HD (Huge)
Climate/Terrain: Infinite Layers of the Abyss
Organization: Solitary, feast (2-4), or banquet (1-2 turagathshnees and 6-12 abyssal maws)
The demon's natural weapons, as well as any weapon it wields, are treated as evil and chaotic aligned for the purpose of overcoming damage reduction.
Improved Grab (Ex): To use this ability, a turagathshnee must hit a Large or smaller opponent with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and crams the opponent into its maw as a free action, automatically dealing bite damage. It can attempt to swallow the foe in the next round.
Spell-Like Abilities: At will - blasphemy (DC 17), deeper darkness, desecrate, detect good, detect magic, and greater teleport (self plus 50 pounds of objects only); 3/day - cannibalize, caustic bile, jaws of adamantine, slow consumption (DC 12); 1/day - enervation, whirlwind of teeth (DC 17). Caster level 13th. The save DCs are Charisma-based.
Summon Tanar'ri (Sp): Once per day a turagathshnee can attempt to summon 4d10 abyssal maws or another turagathshnee with a 40% chance of success.
Swallow Whole (Ex): A turagathshnee capable of distending its jaw so greatly that it can swallow creatures its own size; its gullet is partially extradimensional space, allowing it to hold such prey. It can attempt to swallow an opponent in its mouth by making a successful grapple check. Once inside the demon's gullet, the opponent takes 2d6+5 points of bludgeoning damage plus 1d4 points of damage due to negative energy per round.
A swallowed creature can climb out of the gullet with a successful grapple check. This returns it to the demon's mouth. Alternatively, a swallowed creature can try to cut its way out by using a light piercing or slashing weapon to deal at least 25 points of damage to the gullet (AC 18). (This looks truly disturbing to witnesses, as the creature climbing from the wound may be as large as the demon itself.) Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Large turagathshnee's extradimensional gullet can hold 1 Large, 4 Medium, 16 Small, 32 Tiny, or 256 Diminutive or smaller opponents.
Skills: Turagathshnees receive a +8 racial bonus on Climb checks. A turagathshnee can always choose to take 10 on Climb checks, even if rushed or threatened.
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.