Battleloth, Axe (CR 2)
AC: 15 (+1 size, +4 natural), touch 11, flat-footed 15
Hit Dice: 3d8+3 (16 hp); DR: 5/magic
Fort +4, Ref +3, Will +2
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +0
Attack: Gore +5 melee
Damage: Gore 1d6+1
Abilities: Str 13, Dex 11, Con 12, Int 8, Wis 9, Cha 10
Special Qualities: Axe form, outsider traits, SR 14, yugoloth traits
Feats: Power Attack
Skills: Climb +7, Craft (weaponsmithing) +5, Intimidate +6, and Jump +4
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Solitary or squad (3-18)
Axe Form (Su): While in its weapon form, the axe battleloth functions as a +1 greataxe. The fanged mouth set along its edge allows the creature to make a bite attack (+5 melee) without assuming humanoid form each time its wielder successfully hits an enemy with it (maximum once per round). This bite is in addition to the wielder's attack and deals 1d4 points of damage on a successful hit.
Weapon Form: A battleloth can change to or from its weapon form as a standard action that does not provoke an attack of opportunity. While in its weapon form, a battleloth functions as a weapon of the appropriate type with the indicated enhancement bonus. It can use only those movement forms and attacks specifically noted in its weapon form description, but all of its special qualities apply to both its weapon and its humanoid forms. A battleloth can perceive the world around it and communicate normally while in weapon form. Since it lacks limbs, however, it cannot use spells that require material or somatic components.
In all other respects, the battleloth functions as a creature, not an object. It gains no hardness or additional hit points in weapon form, and any spells, attacks, or effects that specifically target it are resolved as if they had been used against the creature's humanoid form except that the battleloth benefits from a +2 size bonus to AC.
Outsider Traits: A battleloth has darkvision (60-foot range). It cannot be raised or resurrected.
Yugoloth Traits: A battleloth is immune to poison and acid. It has cold, electricity, and fire resistance 20. Battleloths can communicate telepathically with any creature within 100 feet that has a language.
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).