Jarilith (CR 13)

Large Outsider (Chaotic, Evil, Extraplanar, and Tanar'ri)
Alignment: Always chaotic evil
Initiative: +9 (Dex); Senses: scent, Listen +7, and Spot +14
Languages: Telepathy 100 ft.


AC: 32 (-1 size, +9 Dex, +14 natural), touch 18, flat-footed 23
Hit Dice: 10d8+80 (125 hp); DR: DR 15/good
Fort +15, Ref +16, Will +8
Speed: 60 ft.
Space: 10 ft./5 ft.
Base Attack +10; Grapple +26
Attack: Claw +22 melee
Full Attack: 2 claws +22 melee and bite +19 melee
Damage: Claw 2d6+12/18-20/x3, bite 2d8+6/18-20/x3
Special Attacks: Frightful presence, improved grab, pounce, rake 2d6+6/18-20, spell-like abilities
Abilities: Str 35, Dex 29, Con 27, Int 8, Wis 12, Cha 14
Special Qualities: Augmented critical, outsider traits, SR 25, summon Tanarri, Tanarri traits
Feats: Improved Bull Rush; Multiattack; Power Attack; Weapon Focus (claw)
Skills: Balance +19, Climb +19, Concentration +21, Hide +22, Jump +31 (includes speed), Listen +7, Move Silently +26, Search +5, and Spot +14
Advancement: 11-23 HD (Large); 24-30 HD (Huge)
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or pride (6-10)
Treasure/Possessions: Standard

Source: Monster Manual II

In the countless, nearly infinite realms of the Abyss, demons grow numerous and varied. Though all embrace the path of evil, the tanar'ri stand as the supreme villains within the Abyssal hierarchy of iniquity. These creatures are constantly in conflict with every force of good in the universe, as well as with the lawful evil devils and baatezu of the Nine Hells.

Jariliths appear wherever their demonic masters see fit to make use of them, be it the hidden reaches of their personal domains or out among mortals on the Material Plane.

Jariliths, the elite hunting beasts of the Abyss, are terrifying feline creatures conjured up from the nightmares of a thousand generations of mortals. They prefer demonic flesh and are comfortable hunting their favorite prey in desert, jungle, waste, or forest. Jariliths are notoriously difficult to control, so even the most powerful balor must tread carefully around them. They sense weakness, and to them nearly any other creature seems weak.

A jarilith resembles a slightly larger than average male lion, complete with a glorious mane. Long teeth extend from its jaws, and its claws are longer still. The creature's blood-red coat reveals its origin, but it strikes so fast that the only clue most victims get to its presence is a slight reek of brimstone.

Jariliths do not speak, but they understand Abyssal. They communicate silently with one another through telepathy.

Combat

Demons are ferocity personified. They are willing to attack any creatures - even other demons -just for the sheer fun of it. Demons enjoy terrifying their victims before slaying them, and they often devour the slain. Jariliths can create darkness, so they frequently blanket their enemies with it before joining battle.

A jarilith is a direct, uncompromising foe in battle. Normally, it relies on its Power Attack feat and its augmented critical ability to deal horrendous amounts of damage to its foes. Though they often do not need the advantage, jariliths prefer to ambush their opponents.

Frightful Presence (Ex): When a jarilith charges or attacks, it inspires terror in all creatures within 30 feet that have fewer Hit Dice or levels than it has. Each potentially affected opponent must succeed at a Will save (DC 17) or become shaken - a condition that lasts until the opponent is out of range. A successful save leaves that opponent immune to that jarilith's frightful presence for 24 hours.

Improved Grab (Ex): If a jarilith hits an opponent that is at least one size category smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +26). If it gets a hold, it can attempt to rake in the same round. Thereafter, the jarilith has the option to conduct the grapple normally, or simply use its jaws to hold the opponent (-20 penalty on grapple check, but the jarilith is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage and allows another rake attempt.

Pounce (Ex): If a jarilith charges, it can make a full attack (including a rake attempt, see below) even though it has moved.

Rake (Ex): On any round that a jarilith has a hold on an opponent (see Improved Grab, above), it can make two rake attacks (+21 melee) with its hind legs for 2d6+6 points of damage each. The jarilith can also attempt to rake when it pounces on an opponent.

Spell-Like Abilities: At will - clairaudience/clairvoyance, darkness, detect good, detect thoughts, doom. Caster level 12th; save DC 12 + spell level.

Augmented Critical (Ex): A jarilith threatens a critical hit on a natural attack roll of 18-20. On a successful critical hit with a bite, claw, or rake attack, it deals triple damage.

Scent (Ex): A jarilith can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Outsider Traits: A demon has darkvision (60-foot range). It cannot be raised or resurrected.

Tanar'ri Traits: Tanar'ri can communicate telepathic with any creature within 100 feet that has a language. Except as noted in the specific descriptions, a tanar'ri is immune to electricity and poison, and it has acid resistance 20, cold resistance 20, and fire resistance 20.

Summon Tanar'ri (Sp): Once per day, a jarilith can attempt to summon another jarilith with a 35% chance of success. Summoned tanar'ri automatically return whence they came after 1 hour. A tanar'ri that has just been summoned cannot use its own summon ability for 1 hour. Most tanar'ri do not use their summon ability lightly, since it leaves them beholden to the summoned creatures. In general, they use it only when necessary to save their own lives.

Skills: A jarilith receives a +4 racial bonus on Balance, Hide, and Move Silently checks. In areas of tall grass or heavy undergrowth, its Hide bonus improves to +12.