Vorr (CR 4)
AC: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Hit Dice: 3d8+6 (19 hp)
Fort +5, Ref +6, Will +3
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +6
Attack: Bite +6 melee
Full Attack: Bite +6 melee and 2 claws +1 melee
Damage: Bite 2d4+3, claw 1d3+1
Special Attacks/Actions: Sneak attack +2d6, trip
Abilities: Str 16, Dex 17, Con 14, Int 7, Wis 11, Cha 14
Special Qualities: Outsider traits, shadow form, shadow jump
Feats: Alertness; Blind-fight
Skills: Hide +9, Listen +8, Move Silently +9, Search +4, Spot +8, and Survival +6*
Advancement: 4-6 HD (Medium-size); 7-9 HD (Large)
Climate/Terrain: Any land or underground (Abyss)
Organization: Solitary, pair, or pack (3-12)
Sneak Attack (Ex): Anytime a vorr's target is denied a Dexterity bonus, or when a target is flanked by a vorr, the vorr deals an additional 2d6 points of damage on a successful melee attack.
Trip (Ex): A vorr that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the vorr.
Outsider Traits: A vorr has darkvision (60-foot range). It cannot be raised or resurrected (though a wish or miracle spell can restore life).
Scent (Ex): A vorr can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Shadow Form (Su): Once per day, a vorr can assume the form of a living shadow for up to 10 minutes. While in shadow form, the vorr can move at normal speed on any surface, including walls and ceilings, and even across liquids. It can be detected by effects that detect thoughts, life, or presences (including true seeing); otherwise a vorr gains a +15 circumstance bonus on Hide checks. While in shadow form, a vorr gains damage reduction 50/+5 and is immune to blindness, critical hits, damage to ability scores from non-magical attacks, deafness, disease, drowning, poison, and stunning. It takes half damage from fire and acid.
Shadow Jump (Su): A vorr can travel between shadows as if by a dimension door spell. The starting and ending point of the jump must be in shadow and must be at least 10 feet apart. This is a standard action, and can be used for a total of 60 feet per day.
Skills: Vorts have a +8 racial bonus on Survival checks when tracking by scent.
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.