Zimimar (Duke of Hell) (CR 18)
Large Outsider (Evil and Lawful)
Alignment: Always lawful evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: darkvision 60 ft.,, see in darkness, Listen +35, and Spot +35
Languages: Telepathy 100 ft.
AC: 33 (-1 size, +2 Dex, +22 natural), touch 11, flat-footed 31
Hit Dice: 35d8+280 (437 hp); DR: 25/magic and silver
Fort +27, Ref +21, Will +24
Speed: 40 ft., fly 60 ft. (average)
Space: 5 ft./10 ft.
Base Attack +35; Grapple +35
Attack: +3 vorpal bastard sword +46 melee; or 2 claws +42 melee, 2 wings +40 melee, bite +40 melee, tail slap +40 melee
Full Attack: +3 vorpal bastard sword +46 melee; or 2 claws +42 melee, 2 wings +40 melee, bite +40 melee, tail slap +40 melee
Damage: +3 vorpal bastard sword 1d10+11; or claw 1d6+8, wing 1d4+4, bite 2d6+4 and poison plus disease, tail slap 2d4+4
Special Attacks/Actions: Spell-like abilities, fear aura, improved grab, constrict 2d4+12, summon devils
Abilities: Str 27, Dex 15, Con 27, Int 22, Wis 20, Cha 20
Special Qualities: SR 29, devil qualities, regeneration 15
Feats: Blind-fight; Cleave; Dodge; Great Cleave; Improved Critical (bastard sword); Improved Initiative; Multiattack; Power Attack; Weapon Focus (bastard sword)
Skills: Bluff +40, Climb +43, Concentration +43, Diplomacy +40, Disguise +30, Gather Information +37, Hide +33, Intimidate +35, Jump +43, Knowledge (arcana) +41, Listen +35, Move Silently +27, Search +43, Spellcraft +43, and Spot +35
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Solitary or troupe (1-2 pit fiends, 2-5 hamatulas, and 6-10 osyluths)
Spell-like Abilities: At will -- animate dead, blasphemy, charm person, comprehend languages, create undead, desecrate, detect good, detect magic, dispel magic, fireball, hold person, improved invisibility, magic circle against good, major image, produce flame, polymorph self, pyrotechnics, see invisible, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura, unhallow, and wall of fire; 1/week -- wish; 1/day -- meteor swarm (any) and symbol (any). These abilities are as the spells cast by a 20th-level sorcerer (save DC 15 + spell level).
Fear Aura (Su): As a free action, Zimimar can create an aura of fear in a 20-foot radius. It is otherwise identical with fear cast by a 20th-level sorcerer (save DC 32). If the save is successful, that creature cannot be affected again by Zimimar's fear aura for one day.
Poison (Ex): Bite, Fortitude save (DC 33); initial damage 1d6 temporary Constitution, secondary damage death.
Disease (Su): Even if an affected creature saves against the poison, it must succeed at a Fortitude save (DC 33) or be infected with a vile disease called devil chills (incubation period 1d4 days, damage 1d4 points of temporary Strength). (See Disease.)
Improved Grab (Ex): To use this ability, Zimimar must hit a Medium-size or smaller opponent with its tail slap attack. If he gets a hold, he can constrict.
Constrict (Ex): Zimimar deals 2d4+12 points of damage with a successful grapple check against Medium-size or smaller creatures.
Summon Devils (Sp): Three times per day Zimimar can automatically summon three lemures, osyluths, or barbazu, two erinyes, hamatulas, or cornugons, or one pit fiend.
Regeneration (Ex): Zimimar takes normal damage from holy and blessed weapons of at least +3 enchantment.
Devil Qualities (Ex): Immune to fire and poison; cold and acid resistance 20.
See in Darkness (Su): Can see perfectly in darkness of any kind, even that created by deeper darkness spells.
Telepathy (Su): Zimimar can communicate telepathically with any creature within 100 feet that has a language.
Zimimar was first mentioned in Dragon #75 (Ed Greenwood and Gary Gygax, 1983).
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 usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful 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 lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).