Klurichir (CR 25)
AC: 34 (-2 size, +2 Dex, +24 natural), touch 10, flat-footed 32
Hit Dice: 20d8+120 (210 hp); DR: 20/good and iron
Fort +18, Ref +14, Will +15
Speed: 50 ft., fly 90 ft. (poor)
Space: 15 ft./15 ft.
Base Attack +20; Grapple +37
Attack: Huge +3 battleaxe +30 melee
Full Attack: Huge +3 battleaxe +30/+25/+20/+15 melee, a 2 pincers +25 melee and spines +20 ranged
Damage: Huge +3 battleaxe 2d8+12/19-20 x3, pincer 2d6+4, spines 2d4+4 plus poison
Special Attacks/Actions: Fear aura, improved grab, poison, rend 2d6+13, spell-like abilities, spells, summon Tanar'ri, vorpal pincers 2d6+13
Abilities: Str 29, Dex 15, Con 22, Int 20, Wis 16, Cha 23
Special Qualities: outsider traits, see invisibility SR 36, Tanarri traits
Feats: Cleave; Great Cleave; Improved Critical (vorpal pincers); Improved Critical (battleaxe); Multiattack; Multiweapon Fighting; Power Attack
Skills: Bluff +29, Concentration +29, Diplomacy +33, Disguise +6 (+8 acting), Hide a-25, Intimidate +31, Knowledge (any two) +28 each, Listen +27, Move Silently +25, Search a-28, Sense Motive +27, Spellcraft +28, Spot +27, and Survival +4 (+6 following tracks)
Advancement: 21-30 HD (Huge); 31-60 HD (Gargantuan)
Climate/Terrain: Any land and underground (Abyss)
Organization: Solitary, group (2-3), or troupe (1 klurichir plus 2 balors, 2-3 mariliths, and 3-5 nalfeshnees)
Treasure/Possessions: Standard coins, double goods, double items
Fear Aura (Su): As a free action, a klurichir can produce a fear effect. This ability functions like a fear spell (caster level 20th; save DC 24), except that it affects all creatures within a 30-foot radius around the klurichir. Any creature that makes a saving throw against the effect cannot be affected again by that klurichir's fear aura for one day.
Improved Grab (Ex): If a klurichir hits an opponent that is at least one size category smaller than itself with a pincer attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +37). If it gets a hold, it draws the grappled character toward its vorpal pincers and its mouth, where it can immediately attempt to attack the opponent with its vorpal pincers attack (at a +25 attack bonus). Thereafter, the klurichir can simply use its pincer to hold the opponent, raking no penalty on its grapple checks and not considered grappled itself (see Improved Grapple, below). Each successful grapple check it makes during successive rounds automatically deals pincer damage and allows it to make a vorpal pincers attack and a bite attack on the victim.
Improved Grapple (Ex): Normally a creature engaged in a grapple that does not want to be considered grappled must take a -20 penalty on its grapple check. But the klurichir, while grappling with its pincers, is never considered grappled. It can conduct grapple attacks with its pincers normally without taking any penalties on other attacks, and it need not take the -20 penalty on grapple checks to be considered not grappling.
Poison (Ex): A klurichir delivers its poison (Fort DC 26 negates) with each successful spine attack. Initial and secondary damage are the same (2d4 Str).
Rend (Ex): If a klurichir hits a single target with both pincers, it latches onto the opponent's body and tears the flesh. This attack deals 2d6+13 points of damage. It typically uses this ability only against Huge and larger creatures, which it cannot grab.
Spell-like Abilities: At will - blasphemy, deeper darkness, desecrate, detect good, detect law, dispel good, fear, greater dispelling, magic circle against good, mass charm, mass suggestion, pyrotechnics, read magic, symbol (any), telekinesis, teleport without error (self plus maximum load of objects only), tongues (self only), unhallow, unholy aura, unholy blight, and wall of fire; 3/day - destruction, enervation, fire storm, implosion, slay living. Caster level 20th; save DC 16 + spell level.
Spells: A klurichir can cast arcane spells as a 10th-level sorcerer (spells/day 6/8/8/7/6/4; spells known 9/5/4/3/2/1; save DC 16 + spell level). Klurichirs prefer abjuration and evocation spells above others. A typical spells known list: 0 - arcane mark, daze, disrupt undead, flare, mage hand, open/close, prestidigitation, ray of frost, resistance; 1st - mage armor, magic missile, shield, shocking grasp, sleep; 2nd - endurance, flaming sphere, Melf's acid arrow, protection from arrows; 3rd - fireball, haste, protection from elements; 4th - ice storm, stoneskin; 5th - dismissal.
Summon Tanar'ri (Sp): Once per day a klurichir can automatically summon 4d10 quasirs, 1d6 hezrous, 2 nalfeshnees, 2 glabrezus, 2 mariliths, or 2 balors (klurichir's choice).
Vorpal Pincers (Su): A klurichir can make a vorpal pincers attack against an opponent grappled in its pinchers, once each round, if it makes a successful grapple check. Its vorpal pincers have an attack bonus of +25 and deal 2d6+13 points of damage with a successful attack. The pincers threaten a critical hit on a natural attack roll of 18-20 (including both their natural sharpness and the demon's Improved Critical fear). On a successful critical hit, the pincers sever the opponent's head from its body. Some creatures, such as many aberrations and most oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads, but most creatures die when their heads are cut off
See Invisibility (Su): This ability functions like a see invisibility spell, except that it is always active and its range extends to the limit of the klurichir's vision.
Skills: Klurichirs have a +8 racial bonus on Intimidate and Sense Motive checks and a +4 racial bonus on Move Silently checks.
Outsider Traits: A demon has darkvision (60-foot range). It cannot be raised or resurrected (though a wish or miracle spell can restore life).
Tanar'ri Traits: Tanar'ri can communicate telepathically with any creature within 100 feet that has a language. A tanar'ri is immune to electricity and poison, and it has acid resistance 20, cold resistance 20, and fire resistance 20.
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.