Nupperibo (CR 2)
Medium Outsider (Baatezu, Evil, Extraplanar, and Lawful)
Alignment: Always lawful evil
Initiative: -4(deaf); Senses: blindsight 30 ft. and Spot -2 (within 30 ft.)
Languages: Infernal (receive telepathy only)
AC: 14 (+4 natural), touch 10, flat-footed 14
Hit Dice: 2d8+7 (16 hp)
Fort +5, Ref +3, Will +1
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +4
Attack: Melee: halberd +5 or Melee: claws +4 each
Damage: halberd 1d10+3/x3, claws 1d4+2
Abilities: Str 15, Dex 10, Con 14, Int 4, Wis 7, Cha 3
Special Abilities: fear aura (10 ft., DC 11)
Special Qualities: deaf, fast healing 3; Immunities: fire, poison, mind-affecting spells and abilities; Resist acid 10, cold 10
Feats: Toughness, Weapon Focus (halberd),
Skills: Balance +5, Climb +7, Hide +5, Jump +1, and Swim +7
Advancement: 3-4 HD (Medium); 5-9 HD (Large)
Climate/Terrain: Nine Hells of Baator
Organization: Individual, Mob(4-8)
Fiendish Codex II
Blindsight (Ex): A nupperibo can sense all foes within 30 feet as a sighted creature would. Beyond that range, it treats all targets as having total concealment. A nupperibo is susceptible to scent-based attacks, however, and is affected normally by overpowering odors (such as stinking cloud or incense-heavy air). Negating a nupperibo's sense of smell effectively blinds it.
Fear Aura (Su): At the end of each of a nupperibo's turns, creatures within 10 feet of it must succeed on a DC 11 Will saving throw or be panicked for 5 rounds. The save DC is Charisma-based.
A creature that successfully saves cannot be affected again by that same nupperibo's aura for 24 hours. Baatezu are immune to the aura.
Deaf (Ex): A nupperibo takes a -4 penalty on initiative checks and automatically fails Listen checks.
Many devils belong to the race of evil outsiders known as the baatezu.
Traits: A baatezu possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to fire and poison.
- Resistance to acid 10 and cold 10.
- See in Darkness (Su): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
- Summon (Sp): Baatezu share the ability to summon others of their kind (the success chance and type of baatezu summoned are noted in each monster description).
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.
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).