Asassin Devil (Dogai) (CR 11)
Medium Outsider (Baatezu, Evil, Extraplanar, and Lawful)
Alignment: Always lawful neutral
Initiative: +9(Dex); Senses: blindsight 60 ft., see in darkness, Listen +23, and Spot +23
Languages: Celestial, Common, Draconic, Infernal; telepathy 100 ft.
AC: 27 (+9 Dex, +8 natural), touch 19, flat-footed 18
Hit Dice: 14d8+42 (105 hp); DR: 10/good
Fort +12, Ref +18, Will +15
Speed: 30 ft. ft.
Space: 5 ft./5 ft.
Base Attack +14; Grapple +18
Attack: Melee: Mwk cold iron longsword +20/+15/+10
Damage: Mwk cold iron longsword 1d8+6/17-20
Special Attacks/Actions: assassin's shadow step, shadow form
Attack Options: sneak attack +5d6
Abilities: Str 19, Dex 28, Con 17, Int 16, Wis 22, Cha 17
Special Abilities: Immune to fire, poison; Resist acid 10, cold 10, evasion; sneak attack, spell-like abilities, summon baatezu
Special Qualities: Miss Chance 20% shadow form, SR 21
Feats: Dodge, Improved Critical (longsword), Mobility, Spring Attack, Weapon Focus (longsword),
Skills: Balance +28, Bluff+20, Climb+21, Diplomacy+7, Disguise +3 (+5 acting), Escape Artist +26, Hide +26, Intimidate +5, Jump +23, Listen +23, Move Silently+26, Sense Motive +23, Spot +23, Tumble +28, and Use Rope +9 (+11 bindings)
Advancement: by character class (usually rogue)
Climate/Terrain: Any land and underground
Organization: Solitary, team (2-4 often assassin 6+)
Treasure/Possessions: Standard (mwk cold iron longsword , combat gear)
Fiendish Codex II
Spell-Like Abilities (CL 14th): At will - dimension door, fog cloud, nondetection, tongues; 1/day - greater teleport (self plus 50 pounds of objects only)
Assassin's Shadow Step (Su): As a swift action, an assassin devil can turn invisible until the end of its current turn. The creature remains invisible even if it attacks. An assassin devil can use this ability at will.
Shadow Form (Su): As a swift action, an assassin devil can cause itself to turn into a shadowy, indistinct figure seemingly carved from pure shadow. While in this form, an assassin devil has concealment (20% miss chance) in all but sunlight or in the area of a daylight spell. In addition, an assassin devil gains a +4 bonus on Hide checks. An assassin devil can end this effect with a second swift action, and it can remain in shadow form for as long as it wishes.
Many devils belong to the race of evil outsiders known as the baatezu.
Traits: A baatezu possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to fire and poison.
- Resistance to acid 10 and cold 10.
- See in Darkness (Su): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
- Summon (Sp): Baatezu share the ability to summon others of their kind (the success chance and type of baatezu summoned are noted in each monster description).
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.
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).