Reth Dekala (CR +5)
AC: 19 (+2 Dex, +5 armor, +2 natural) touch 12, flat-footed 17
Hit Dice: 5d8+15 (37 hp)
Fort +7, Ref +6, Will +6
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +5; Grapple +9
Attack: mwk halberd +11 melee or claw bracer +9 melee or vilefire blast +7 ranged
Damage: Mwk halberd 1d10+6/3, claw bracer 1d6+4, vilefire blast 1d8 acidfire plus sicken
Special Attacks/Actions: vilefire blast
Abilities: Str 18, Dex 15, Con 16, Int 11, Wis 14, Cha 15
Special Qualities: resist acid 15, fire 15, fortification 50%, aligned strike (evil, lawful)
Feats: Combat Reflexes, Weapon Focus (halberd)
Skills: Balance +11, Concentration +11, Dipolomacy +4, Intimidate +10, Jump +13, Listen +6, Martial Lore +8, Sense Motive +10, Spellcraft +8, and Spot +6
Advancement: By character class
Climate/Terrain: Any land and underground
Treasure/Possessions: Standard, masterwork breastplate, masterwork halberd
Tome of Battle
Air Walk (Ex): A reth dekala cannot truly fly, but it naturally remains aloft. It moves as if constantly under the effects of an air walk spell.
Aligned Strike (Su): A reth dekala's natural weapons, as well as any weapons it wields, are treated as lawful-aligned and evil-aligned for the purposes of overcoming damage reduction.
Fortification (Ex): Due to its unusual body composition, a reth dekala has a 50% chance to ignore the extra damage dealt by a critical hit or sneak attack.
Martial Maneuvers: A reth dekala knows several martial maneuvers and stances (initiator level 5th). It recovers expended maneuvers by resting and meditating for 5 minutes. It can use each maneuver once per encounter.
Vilefire Aura (Su): The corrupt fire that comprises a reth dekala's body burns and sickens those who close with it. Each round at the beginning of the reth dekala's turn, creatures adjacent to the reth dekala take 1d6 points of damage; living creatures also become sickened for 1 round. A DC 15 Fort save negates both effects. Half the damage dealt is acid damage and half is fire damage. The save DC is Constitution-based.
Vilefire Blast (Su): A reth dekala can attack foes at range by lashing out with bolts of the corrupt flames that compose its body. This is a ranged touch attack with a range of 60 feet that deals ld8 points of damage. Half the damage dealt is acid damage and half is fire damage. Living creatures struck by a vilefire blast must succeed on a Fortitude save (DC 15) or become sickened for 1 round. The save DC is Constitution-based.
Skills: A reth dekala has a +4 racial bonus on Balance and Jump checks.
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).