Caarcrinolaas (Duke of Hell) (CR 17)

Medium Outsider (Evil and Lawful)
Alignment: Always lawful evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., see in darkness, Listen +39, and Spot +39
Languages: Telepathy 100 ft.


AC: 41 (+3 Dex, +8 chainmail, +20 natural), touch 13, flat-footed 38
Hit Dice: 34d8+340 (493 hp); DR: 25/good and silver
Fort +29, Ref +22, Will +28
Speed: 40 ft., 60 ft. (good)
Space: 5 ft./5 ft.
Base Attack +34; Grapple +30
Attack: +3 scythe +46 melee; or horn +42 melee
Full Attack: +3 scythe +46/+41/+36/+31/+26 melee; or horn +42 melee
Damage: +3 scythe 2d4+11; or horn 1d6+8
Special Attacks/Actions: Spell-like abilities, psionics, fear, summon devils
Abilities: Str 27, Dex 17, Con 31, Int 26, Wis 28, Cha 28
Special Qualities: SR 28, devil qualities, regeneration 15
Feats: Blind-fight; Cleave; Combat Casting; Great Cleave; Improved Critical; Improved Initiative; Power Attack; Improved Sunder; Weapon Focus (scythe)
Skills: Bluff +35, Climb +30, Concentration +47, Diplomacy +46, Disguise +39, Gather Information +35, Intimidate +43, Knowledge (arcana) +45, Knowledge (planes) +39, Knowledge (religion) +28, Listen +39, Move Silently +38, Search +31, Sense Motive +36, Spellcraft +43, and Spot +39
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Solitary or troupe (1 pit fiend, 2-5 barbazu, and 4-7 hamatulas)
Treasure/Possessions: Standard plus +3 chainmail and +3 scythe

Source: Converted

Spell-like Abilities: At will -- animate dead, blasphemy, charm person, comprehend languages, desecrate, detect good, detect magic, dispel magic, fire shield, hold person, improved invisibility, magic circle against good, major image, produce flame, pyrotechnics, see invisible, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura, unhallow, and wish; 2/day -- flesh to stone; 1/day -- circle of death, meteor swarm (any) and symbol (any). These abilities are as the spells cast by a 20th-level sorcerer (save DC 19 + spell level).

Psionics (Sp): At will -- astral projection, charm monster, deeper darkness, detect evil, detect law, and levitate. These abilities are as the spells cast by a 20th-level sorcerer (save DC 19 + spell level).

Fear (Su): Touch; Will save (DC 37) or flee in fear for 2d6 rounds. If the save is successful, that creature cannot be affected again by Caarcrinolas' fear touch for one day.

Summon Devils (Sp): Three times per day, Caarcrinolaas can automatically summon 3 lemures, hamatulas, barbazu, or 2 erinyes, osyluths, or cornugons, or one pit fiend.

Regeneration (Ex): Caarcrinolaas takes normal damage from holy and blessed weapons of at least +3 enchantment.

Devil Qualities (Ex): Immune to fire and poison; cold and acid resistance 20.

See in Darkness (Su): Can see perfectly in darkness of any kind, even that created by deeper darkness spells.

Telepathy (Su): Caarcrinolaas can communicate telepathically with any creature within 100 feet that has a language.

Caarcrinolaas first appeared in Dragon #75 (Ed Greenwood, July 1983).

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).

Lawful Subtype

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).