Malcanthet, Queen of the Succubi (CR 21)
Medium Outsider (Chaotic, Evil, Extraplanar, and Tanar'ri)
Alignment: Chaotic evil
Initiative: +10(Dex); Senses: darkvision 60 ft., true seeing, Listen +37, and Spot +37
Languages: Abyssal, Common; telepathy 300 ft.
AC: 42 (+10 Dex, +7 natural, + 15 deflection), touch 35, flat-footed 32
Hit Dice: 25d8+300 (412 hp); DR: 20/cold iron and good
Fort +26, Ref +24, Will +23
Speed: 30 ft. and Fly 70 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +25; Grapple +32
Attack: Melee: +5 shocking burst adamantine scourge +37/+32/+27/+22 and claw +27 (1d4+3) and 2 wings +27 (1d6+3) and tail +27 (1d6+3 plus poison)
Damage: +5 shocking burst adamantine scourge1d8+12/19-20 plus 1d6 electricity [plus 1d10 electricity on a critical hit])
Special Attacks/Actions: seductive gaze, summon tanar'ri
Attack Options: Combat Expertise, Improved Disarm, Improved Feint, Improved Trip, sneak attack +10d6
Abilities: Str 24, Dex 30, Con 34, Int 24, Wis 28, Cha 40
Special Qualities: Aura: profane beauty; profane beauty, reflect enchantment, tanar'ri traits, fast healing 10; Immunities: electricity, poison; Resist acid 10, cold 10, fire 10; SR 32
Feats: Combat Expertise, Dark Speech, Exotic Weapon Proficiency (scourge), Greater Spell Focus (enchantment), Improved Critical (scourge), Improved Disarm, Improved Feint, Improved Trip, Spell Focus (enchantment),
Skills: Balance +12, Bluff+43, Concentration +40, Diplomacy +49, Disguise +43 (+45 acting in character), Escape Artist +38, Forgery +35, Intimidate +45, Jump +9, Knowledge (nobility and royalty) +35, Knowledge (the planes) +35, Listen +37, Perform (dance) +43, Sense Motive +37, Spot +37, Tumble +38, and Use Magic Device +43
Climate/Terrain: The Abyss (Shendilavri)
Treasure/Possessions: +5 shocking burst adamantine scourge
Fiendish Codex I
Poison (Su): Stinger - Injury, Fort DC 34, initial 3d6 Wisdom, secondary domination. The secondary domination effect of Malcanthet's poison functions as the dominate person spell (CL 20th) except that it does not affect creatures that are immune to poison. Any effect that neutralizes poison also removes this effect. The save DC is Constitution-based.
Profane Beauty (Su): Malcanthet's otherworldly beauty grants her a deflection bonus equal to her Charisma bonus to her Armor Class as long as she doesn't wear armor. Good creatures must attempt a DC 37 Fortitude save each time they attempt to make a melee attack or otherwise touch Malcanthet. Failure indicates that they gain two negative levels as their souls are infused with her corruption. Malcanthet heals 10 hit points each time her profane beauty deals negative levels to a creature. The save DC is Charisma-based.
Seductive Gaze (Su): 30 feet, Will DC 37 negates. Those who meet Malcanthet's gaze and fail to resist are overwhelmed by her otherworldly beauty and take a -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, ability checks, and level checks for the remainder of the round. Once per round as a free action on her turn, Malcanthet can attempt to dominate a creature (as dominate monster cast at 20th level) that is currently overwhelmed by her beauty. The target creature can resist becoming dominated with a DC 37 Will save.
Malcanthet can dominate only one creature at a time; if she selects a new target, the old target is immediately freed from this effect. The domination otherwise persists until it is removed by break enchantment, miracle, or wish it cannot be dispelled. The save DC is Charisma-based.
Sneak Attack (Ex): Malcanthet can make a sneak attack like a rogue, dealing an extra 10d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when Malcanthet is flanking.
Summon Tanar'ri (Sp): Once per day, Malcanthet can automatically summon 1d4+2 succubi or 1d3 lilitus. This ability functions as a 9th-level spell (CL 20th).
Reflect Enchantment (Ex): Whenever an enchantment spell that targets Malcanthet fails to penetrate her spell resistance, that spell is reflected back upon the caster as if Malcanthet had cast the spell herself (although it still uses the caster's ability score modifier to set the save DC).
Spell-Like Abilities (CL 20th): At will - astral projection, charm monster (DC 31), desecrate, detect good, detect law, disguise self (DC 28, no limit on duration), greater command (DC 32), greater dispel magic, greater teleport, telekinesis (DC 30), unhallow, unholy blight (DC 29); 3/day - mind fog (DC 32), symbol of persuasion (DC 33) 1/day - mass charm monster (DC 35)
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.