Trilloch (CR 8)

Small Outsider (Chaotic, Extraplanar, and Incorporeal)
Alignment: Always chaotic neutral
Initiative: +8 (+4 Dex, +4 Improved Initiative); Senses: blindsight 60 ft., darkvision 60 ft., Listen +15, and Spot +15
Languages: Cannot speak but understand all spoken languages

AC: 19 (+1 size, +4 Dex, +4 deflection), touch 19, flat-footed 15
Hit Dice: 8d8+24 (60 hp); DR: 15/lawful
Fort +9, Ref +10, Will +10
Speed: Fly 40 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +8; Grapple -
Attack: -
Full Attack: -
Damage: -
Special Attacks/Actions: Control rage, death knell
Abilities: Str -, Dex 19, Con 17, Int 11, Wis 18, Cha 18
Special Qualities: immunity to magic, incorporeal traits, natural invisibility, outsider traits
Feats: Ability Focus (control rage); Improved Initiative; Quicken Spell-Like Ability (death knell)
Skills: Concentration +14, Hide +19, Intimidate +15, Listen +15, Search +11, Sense Motive +15, Spot +15, and Survival +15 (+17 following tracks)
Advancement: 9-24 HD (Small)
Climate/Terrain: Negative Energy Plane
Organization: Solitary
Treasure/Possessions: None

Source: Monster Manual III

A trilloch's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned for purpose of overcoming damage reduction.

Control Rage (Sp): A trilloch can inspire rage (as a rage spell, but with a DC 18 Will save allowed to negate the effect) in all living creatures within 180 feet at will. Each creature gains a +4 morale bonus to Strength and Constitution, a +2 morale bonus on Will saves, and a -4 penalty to AC. This effect is otherwise identical to a barbarian's rage ability, except that the subjects aren't fatigued at the end of the rage. If a creature has the rage ability and its bonuses when raging are greater than those given here, it can use its other bonuses instead. The save DC is Charisma-based. This is a mind-affecting compulsion effect.

An affected creature can end its rage by making a DC 19 Will save. The trilloch can end the rage for any number of creatures prematurely, without affecting other raging creatures. It can also end a rage caused by any other effect, such as a barbarian's rage ability, and in that case the barbarian would become fatigued. A trilloch always ends the rage for a creature who has gone beyond its normal hit points into those granted by the rage, likely killing it.

This effect lasts for as long as the trilloch concentrates on it, plus 1 round per Hit Die of the creature.

Death Knell (Sp): As a quickened action at will, a trilloch can create an effect similar to death knell on all creatures within 180 feet. Any living creature in the area that has -1 or fewer hit points must succeed on a DC 16 Fortitude save or die. The trilloch gains no hit points or other benefit from the death knell.

Immunity to Magic (Ex): A trilloch is immune to most spells or spell-like abilities that allow spell resistance, except the following: Detect magic and deathwatch show its location. Death ward protects a creature from a trilloch's control rage and death knell abilities. Holy word and banishment return it to its home plane. It is treated as an undead creature for the purposes of being affected by cure spells and positive and negative levels.

Natural Invisibility (Su): This ability is inherent and not subject to the invisibility purge spell.

Chaotic Subtype

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).

Extraplanar Subtype

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.

Incorporeal Subtype

Some creatures are incorporeal by nature, while others (such as those that become ghosts) can acquire the incorporeal subtype. An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It has immunity to all nonmagical attack forms. Even when hit by spells, including touch spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Non-damaging spell attacks affect incorporeal creatures normally unless they require corporeal targets to function (such as the spell implosion) or they create a corporeal effect that incorporeal creatures would normally ignore (such as a web or wall of stone spell). Although it is not a magical attack, a hit with holy water has a 50% chance of affecting an incorporeal undead creature.

An incorporeal creature's natural weapons affect both in incorporeal and corporeal targets, and pass through (ignore) corporeal natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Attacks made by an incorporeal creature with a nonmagical melee weapon have no effect on corporeal targets, and any melee attack an incorporeal creature makes with a magic weapon against a corporeal target has a 50% miss chance except for attacks it makes with a ghost touch weapon, which are made normally (no miss chance).

Any equipment worn or carried by an incorporeal creature is also incorporeal as long as it remains in the creature's possession. An object that the creature relinquishes loses its incorporeal quality (and the creature loses the ability to manipulate the object). If an incorporeal creature uses a thrown weapon or a ranged weapon, the projectile becomes corporeal as soon as it is fired and can affect a corporeal target normally (no miss chance). Magic items possessed by an incorporeal creature work normally with respect to their effects on the creature or another target. Similarly, spells cast by an incorporeal creature affect corporeal creatures normally.

An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature's Charisma score does not normally provide a bonus).

An incorporeal creature can enter or pass through solid object but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects a square adjacent to its current location, but enemies have total concealment from an incorporeal creature that is inside an object. In order to see clearly and attack normally, a incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.

Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creature cannot make trip or grapple attacks against corporeal creatures, nor can they be tripped or grappled by such creatures. In fact, they cannot take any physical action that would move or manipulate a corporeal being or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn't wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Non-visual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.