Aspect of Hextor (CR 11)
AC: 22 (-1 size, +3 Dex, +5 natural, +5 +1 scale mail), touch 12, flat-footed 19
Hit Dice: 12d8+60 (114 hp); DR: 5/epic
Fort +13, Ref +11, Will +11
Speed: 40 ft.
Space: 10 ft./10 ft.
Base Attack +12; Grapple +22
Attack: +1 flail +18 melee
Full Attack: +1 flail +14/+9/+4 melee, +1 longsword +14 melee, +1 battleaxe +14 melee, +1 heavy mace +14 melee, +1 heavy pick, +14 melee, +1 scimitar +14 melee
Damage: +1 flail 2d6+6, +1 longsword 2d6+3/19-20, +1 battleaxe 2d6+3/x3, +1 heavy mace 2d6+3, +1 heavy pick 1d8+3/x4, +1 scimitar 1d8+3/18-20
Special Attacks/Actions: -
Abilities: Str 22, Dex 17, Con 20, Int 17, Wis 17, Cha 18
Feats: Blind-fight; Cleave; Combat Reflexes; Multiweapon Fighting; Power Attack
Skills: Climb +18, Craft (weaponsmithing) +18, Diplomacy +8, Handle Animal +19, Jump +22, Knowledge (arcana) +18, Knowledge (history) +18, Knowledge (nobility and royalty) +18, Knowledge (religion) +18, Listen +18, Ride +5, Sense Motive +18, and Spot +18
Climate/Terrain: Infernal Battlefield of Acheron
An aspect of Hextor's natural weapons, as well as any weapon it wields, are treated as evil-aligned and lawful-aligned for purpose of overcoming 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.
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).