Turaglas (True Form) (CR 30)
AC: 36 (-8 size, +6 insight, +28 natural), touch 8, flat-footed 36
Hit Dice: 40d8+680 (860 hp); DR: 15/epic and good
Fort +39, Ref +22, Will +28
Speed: 20 ft.
Space: 60 ft./20 ft.
Base Attack +40; Grapple +73
Attack: Bite +50 melee
Full Attack: Up to 30 bites (see below) +50 melee
Damage: Bite (4d6+17/19-20)
Special Attacks/Actions: Consume essence, improved grab, inexorable maw, spell-like abilities, summon Tanar'ri, swallow whole, warp flesh
Abilities: Str 44, Dex 10, Con 44, Int 26, Wis 22, Cha 20
Special Qualities: immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, SR 40
Feats: Awesome Blow; Cleave; Dark Speech; Empower Spell-like Ability (caustic bile); Great Cleave; Improved Critical (bite); Improved Initiative; Improved Overrun; Improved Sunder; Multiattack; Power Attack; Quicken Spell-Like Ability (caustic bile); Quicken Spell-Like Ability (enervation); Weapon Focus (bite)
Skills: +51 on other planes), Climb +68, Concentration +60, Hide +27, Intimidate +48, Knowledge (arcana) +51, Knowledge (history) +51, Knowledge (religion) +51, Knowledge (the planes) +51, Listen +49, Move Silently +43, Search +51, Spellcraft +53, Spot +49, Survival +49 (+51 following tracks, Swim +60, and Use Magic Device +48
Climate/Terrain: Infinite Layers of the Abyss
Organization: Solitary, or Turaglas plus 2-12 turagathshnees and 4-40 abyssal maws
Treasure/Possessions: Quadruple standard
Turaglas's natural weapons, as well as any weapon it wields, are treated as evil aligned and chaotic aligned for the purpose of overcoming damage reduction.
Consume Essence (Su): Turaglas gains vitality by consuming living beings. Creatures are consumed if they are swallowed whole and die from damage they take in Turaglas's gullet, or if he devours their bodies within 3 rounds of death. He gains hit point per Hit Die each time he consumes a creature. These hit points are semipermanent; they do not return if lost through injury, but they never fade over time. Thus, the more Turaglas feeds, the stronger he grows.
If you wish to simulate Turaglas as having already consumed numerous beings prior to the encounter, roll 10d10 and add the result to the hit point totals listed above.
Improved Grab (Ex): To use this ability, Turaglas must hit an opponent of the same size or smaller with both claw attacks (in turagathshnee form) or a bite attack (in his natural form). He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check in turagathshnee form, he establishes a hold and crams the opponent into his maw as a free action, automatically dealing bite damage, and can attempt to swallow the foe in the next round. If he wins the grapple check in his natural form, he can attempt to swallow the foe that round as a free action.
Inexorable Maw (Ex): Turaglas ignores up to 40 points of hardness when biting objects. He is fully capable of digesting any material, although he gains no benefit from doing so.
Spell-Like Abilities: At will - blasphemy (DC 22), caustic bile (DC 19), deeper darkness, desecrate, detect good, detect law, detect thoughts, fear, greater dispel magic, greater teleport, telekinesis (DC 20), tongues (self only), unhallow, unholy aura, unholy blight (DC 19), water breathing; 1/day - enervation, insatiable hunger (DC 21). Caster level 40th. The save DCs are Charisma-based.
Summon Tanar'ri (Sp): Once per day, Turaglas can automatically summon 1d4 turagathshnees or 2d20 abyssal maws.
Swallow Whole (Ex): Turaglas can attempt to swallow a grabbed opponent by making a successful grapple check. Once inside the demon's gullet, the opponent takes 4d6+17 points of bludgeoning damage plus 2d8 points of damage due to negative energy per round if Turaglas is in his true form, or 2d8+9 points of bludgeoning damage plus 1d8 points of damage due to negative energy per round if he is in turagathshnee form.
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 60 points of damage to the gullet (AC 24). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
In his natural form, Turaglas's gullet can hold 2 Colossal, 8 Gargantuan, 32 Huge, 128 Large, 512 Medium, 2,048 Small, 8,192 Tiny, or 32,768 Diminutive or smaller opponents. In turagathshnee form, his gullet can hold 1 Huge, 4 Large, 16 Medium, 64 Small, 256 Tiny, or 1,024 Diminutive or smaller opponents.
Warp Flesh (Su): Rather than consuming a swallowed creature, Turaglas may choose to corrupt it. In this case, once a creature reaches 0 hit points within his gullet, the Devourer regurgitates it as a free action. The creature is instantly restored to full hit points but remains stunned for 6d10 minutes and is hideously warped, both physically and mentally. Its alignment shifts to chaotic evil, and it works to further the demon lord's goals, combining its own objectives with those of the Ebon Maw, whether conscious of this or not. The creature's physical alteration may be simulated with the fiendish, half-fiend, or corrupted templates.
See Invisibility (Su): Turaglas continuously uses this ability, as the spell (caster level 40th).
Skills: In turagathshnee form, Turaglas receives a +8 racial bonus on Climb checks. He 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.