Bogannarr (CR 4)
AC: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Hit Dice: 2d8+2 (11 hp)
Fort +4, Ref +6, Will +4
Speed: 30 ft., climb 20 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +3
Attack: Claw +6 melee
Full Attack: 2 claws +6 melee and bite +1 melee and tail stinger +1 melee
Damage: Claw 1d4, bite 1d4, tail stinger 1d3 plus poison
Special Attacks/Actions: Enlarge, improved grab, summon Tanar'ri
Abilities: Str 10, Dex 17, Con 12, Int 8, Wis 12, Cha 6
Special Qualities: immunity to electricity and poison, outsider traits, resistance to acid 10, cold 10, and fire 10
Feats: Weapon Finesse
Skills: Balance +9, Climb +13, Hide +12, Jump +7, Listen +6, Move Silently +8, Spot +6, and Tumble +10
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Climate/Terrain: Infinite Layers of the Abyss
Organization: Solitary, gang (3-5), or crowd (6-15)
Enlarge(Sp): Once per day, a bogannarr can increase its size by one category. This works as an enlarge person spell cast at a caster level equal to its Hit Dice, but only on itself. Use of this ability is a standard action.
Improved Grab (Ex): To use this ability, a bogannarr must hit a foe up to one size category larger than itself with its two claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Poison (Ex): Injury, Fortitude DC 12, initial damage 1d2 points of temporary Constitution damage, secondary damage 1d2 points of temporary Constitution damage. The save DC is Constitution-based.
Summon Tanar'ri (Sp): Once per day a bogannarr can attempt to summon 1d4 additional bogannarrs with a 40% chance of success. This ability is the equivalent of a 2nd-level spell.
Skills: Bogannarrs have a +4 racial bonus on Balance checks and a +8 bonus on Climb checks.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic 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 chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see 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.
Most demons encountered outside of the Abyss are tanar'ri. The most populous of the demon subtypes, the tanar'ri form the largest and most diverse group of demons. They are the unchallenged masters of the Abyss at this time. The first tanar'ri were forged from the souls of the first humanoids drawn to the Abyss. Most tanar'ri incorporate humanoid features into their forms as a result of their close ties to the mortal realm.
Traits: A tanar'ri possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to electricity and poison.
- Resistance to acid 10, cold 10, and fire 10.
- Summon (Sp): Tanar'ri share the ability to summon others of their kind (the success chance and kind of tanar'ri summoned are noted in each monster description). Between their arrogance and disdain for owing favors to one another, however, tanar'ri are often reluctant to use this power until they are in obvious peril.