Aspect of Nerull (CR 12)

Large Outsider (Evil and Extraplanar)
Alignment: Always neutral evil
Initiative: +5 (Dex); Senses: darkvision 60 ft., Listen +27, and Spot +27


AC: 22 (-1 size, +5 Dex, +8 natural), touch 14, flat-footed 17
Hit Dice: 16d8+54 (126 hp); DR: 5/epic
Fort +13, Ref +15, Will +18
Speed: 40 ft.
Space: 10 ft./10 ft.
Base Attack +16; Grapple +23
Attack: +1 scythe +20 melee
Full Attack: +1 scythe +20/+15/+10/+5 melee
Damage: +1 scythe 2d6+4/X4
Special Attacks/Actions: Inflict critical wounds
Abilities: Str 17, Dex 20, Con 17, Int 24, Wis 26, Cha 21
Special Qualities:
Feats: Combat Reflexes; Dodge; Improved Initiative; Toughness (2), Weapon Focus (scythe)
Skills: +12 following tracks on other planes, +8 on other planes), Appraise +26, Bluff +24, Craft (alchemy) +26, Diplomacy +9, Disable Device +26, Disguise +24 (+26 acting), Intimidate +26, Knowledge (arcana) +26, Knowledge (religion) +26, Knowledge (the planes) +26, Knowledge (undead) +26, Listen +27, Open Lock +24, Search +26, Sense Motive +27, Spot +27, and Survival +8 (+10 following tracks
Advancement: -
Climate/Terrain: Tarterian Depths of Carceri
Organization: Solitary
Treasure/Possessions: None

Source: Miniatures Handbook

An aspect of Nerull's natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

Inflict Critical Wounds (Sp): At will, an aspect of Nerull can use an inflict critical wounds effect (caster level 16th, Will DC 22 half). The save DC is Wisdom-based.

Evil Subtype

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).

Extraplanar Subtype

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.