Chasme (CR 10)
Large Outsider (Chaotic, Evil, Extraplanar, and Tanar'ri)
Alignment: Always chaotic evil
Initiative: +3 (Dex); Senses: darkvision 60 ft., Listen +14, and Spot +14
Languages: Abyssal, Celestia, Common, telepath 100 ft.
AC: 26 (-1 size, +3 Dex, +14 natural), touch 12, flat-footed 23
Hit Dice: 9d8+36 (76 hp); DR: DR 20/magic
Fort +10, Ref +9, Will +8
Speed: 30 ft., fly 50 ft. (perfect)
Space: 5 ft./10 ft.
Base Attack +9; Grapple +8
Attack: 2 claws +12 melee and bite +10 melee and gore +10 melee
Full Attack: 2 claws +12 melee and bite +10 melee and gore +10 melee
Damage: Claw 1d8+4, bite 1d6+2, gore 1d6+2
Special Attacks: Drone, summon tanarri
Abilities: Str 19, Dex 16, Con 18, Int 14, Wis 14, Cha 14
Special Qualities: outsider traits, SR 23, Tanarri traits
Feats: Flyby Attack; Multiattack; Power Attack
Skills: Concentration +16, Hide +11, Intimidate +14, Listen +14, Move Silently +15, Search +14, Spot +14, and Survival +8
Advancement: 10-18 HD (Large)
Climate/Terrain: Any land and underground
Organization: Solitary, pair, gang (3-4), or squad (6-10)
Treasure/Possessions: Standard
Source:
Book of Vile Darkness
Fiendish Codex I
Chasmes are disgusting, flylike demons. Experts in punishment and torture, they sometimes gain positions of power and influence in the Abyss. If in the service of a demon lord, chasmes are the taskmasters that keep other demons setting that lord in line and doing the jobs assigned to them (a feat that can only be accomplished through pain and intimidation). Other times, however, chasmes carve out a little niche for themselves and act as very minor demon lords, ruling over a number of lesser demons such as rutterkins and dretches. Traditionally, chasmes hate succubi and kill them when they can. They also do not like vrocks, whom they see as rivals. They fear and obey more powerful demons such as hezrous and glabrezu.
Like giant flies with tufts of hair sprouting about their thick, insectoid flesh, chasmes have large buzzing wings and six limbs, two of which resemble long, thin human arms. Their heads are vaguely humanlike, although exaggerated and ugly, with a hard, hooked horn where a human's nose would be.
Combat
Chasmes like to torment their foes before slaying them. Thus, they often besiege enemies with contagion, wave of grief or insect plague before going in for the kill.
Drone (Su): As a full-round action, a chasme can beat its wings to create a droning buzz in a 60-foot spread. Each creature in the area must make a Will save (DC 16) or fall asleep for 2d10 rounds. There is no Hit Dice limit for this effect. This ability otherwise functions like the sleep spell. Demons and creatures immune to sleep effects (such as elves) are immune to this effect.
Fear Aura (Su): As a free action, a chasme can create an aura of fear in a 5-foot radius. The effect is otherwise identical with a fear spell (caster level 10th; Will DC 16 negates). If the save is successful, that creature cannot be affected again by that chasme's fear aura for 24 hours.
Spell-like Abilities: At will - contagion, darkness, desecrate, detect good, dispel magic, fly, insect plague, ray of enfeeblement, protection from good, see invisibility, telekinesis, teleport without error (self plus 50 pounds of gear only), wave of grief; 1/day - circle of nausea, unholy aura. Caster level 10th; save DC 12 + spell level.
Wounding (Ex): A wound resulting from a chasme's attack bleeds for an additional 1 points of damage per round thereafter. Multiple wounds from such attacks result in cumulative bleeding loss (two wounds for 2 points of damage per round, and so on). The bleeding can be stopped only by a successful Heal check (DC 10) or the application of a cure spell or some other healing spell (heal, healing circle, or the like).
Summon Tanar'ri (Sp): Once per day a chasme can attempt to summon 1d4 rutterkins or 1 chasme with a 40% chance of success.