TEXT: 1
  FIENDISH
  ASPECTS I
  A Web Enhancement for Fiendish
  Codex I: Hordes of the Abyss
  CREDITS
  Design:
  Robert Wiese
  Editing:
  Miranda Horner
  Typesetting:
  Nancy Walker
  Web Production
  Bart Carroll
  Web Development:
  Mark A. Jindra
  Graphic Design:
  Sean Glenn, Cynthia Fliege
  & Jen Page
  Special Thanks: Michael Donais, Skaff Elias, Rob
  Heinsoo, and Jonathan Tweet, for the original design of
  aspects picked up and amended from the Miniatures
  Handbook.
  Based on the original DUNGEONS & DRAGONS® game by E.
  Gary Gygax and Dave Arneson and on the new edition of the
  DUNGEONS & DRAGONS game designed by Jonathan Tweet,
  Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
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  INTRODUCTION
  Got demons? Well, you will if you pick up a copy of
  Fiendish Codex I: Hordes of the Abyss, which is packed full
  of information on demons and demon lords and how to
  use all this nastiness in your campaign. The chapter on
  demon lords mentions aspects of the demon lords as
  more common foes than the demon lords themselves,
  but few aspects are presented in the book since the
  designers put so many other useful things in that tome.
  Well, that is where this little guide comes in. Over
  the next month or so, you’ll meet eleven aspects of
  demon lords, all suitable for mid-level campaigns. This
  first outing presents four: Juiblex and his rival Zuggt-
  moy, Kostchtchie the Lord of Wrath, and everyone’s
  favorite (or second favorite) Demogorgon. This version
  of Demogorgon’s aspect is different from that pre-
  sented in the Miniatures Handbook, since it focuses on a
  different side of the Prince of Demons. Several of the
  demon lords could have aspects that are different than
  the ones you see here, because an aspect is one facet of
  a demon lord rather than a lesser version of the whole
  package. If you don’t like the aspect presented here for
  your demon lord of choice, choose a different “view” of
  the demon lord and make your own. For example,
  Juiblex has a few combat tricks, plus a few spell-like
  and ooze-related powers. If you want a more oozy
  aspect of Juiblex, take away the grappling and constric-
  tion powers and give it the create slime and summon
  ooze abilities. Additionally, each aspect has entries with
  suggestions on how to use the aspect in the EB E R R O N®
  and FORGOTTEN REALMS®settings.
  ASPECT OF
  DEMOGORGON
  Almost 15 feet high, this bizarre creature has two baboon-
  like heads perched atop long snakelike necks. Its body is ser-
  pentine, with two tentacles where arms would be and a
  forked tail.
  ASPECT OF DEMOGORGON
  CR 9
  CE Large outsider (chaotic, evil, extraplanar,
  tanar’ri)
  Init +7; Senses darkvision 60 ft.; see invisibility
  always (as spell caster level 11th); Listen +21,
  Spot +21
  Languages Abyssal, Common; telepathy 100 ft.
  AC 23, touch 12, flat-footed 20; Dodge
  (–1 size, +3 Dex, +11 natural)
  
  2
  hp 104 (11 HD); DR 10/cold iron and good
  Immune electricity, poison
  Resist acid 10, cold 10, fire 10
  Fort +12, Ref +10, Will +12
  Speed 35 ft. (7 squares)
  Melee 2 tentacles +15 (1d6+5)
  Space 10 ft.; Reach 10 ft.
  Base Atk +11; Grp +19
  Atk Options Combat Reflexes
  Special Actions dual action, gaze
  A b i l i t i e s Str 21, Dex 16, Con 21, Int 20, Wis 21, Cha 20
  SQ tanar’ri traits
  Fe a t s Alertness, Combat Reflexes, Dodge, Improved
  I n i t i a t i v e
  S k i l l s Concentration +19, Craft (alchemy) +19, Diplo-
  macy +21, Jump +19, Knowledge (arcana) +19,
  Knowledge (history) +19, Knowledge (nature) +19,
  Knowledge (the planes) +19, Listen +21, Search
  +19, Sense Motive +19, Spellcraft +7, Spot +21,
  Survival +5 (+7 aboveground natural settings, +7
  on other planes, +7 following tracks, +9 following
  tracks in aboveground natural settings, +9 follow-
  ing tracks on other planes), Swim +19 
  Dual Actions (Ex) An aspect of Demogorgon, like
  Demogorgon himself, takes 2 rounds’ worth of
  actions in any given round. For instance, he
  could take two standard actions and two move
  actions, or he could take two full-round actions.
  Gaze (Su) Any creature within 30 feet of the aspect
  of Demogorgon must make two successful DC
  20 Will saving throws each round at the begin-
  ning of his turn, the first save against the aspect
  of Demogorgon’s beguiling gaze and the second
  save against his confusing gaze. Creatures can
  
  3
  avoid the need to make saving throws by avert-
  ing their eyes or wearing a blindfold (MM 3 0 9 ) .
  The aspect of Demogorgon can actively target
  foes with his beguiling gaze and confusing gaze,
  in which case each gaze requires a standard
  action to activate. Thanks to his dual actions
  a b i l i t y, Demogorgon can use both gazes in the
  same round. He must split these gaze attacks
  between two targets to gain their effects.
  Beguiling Gaze: The gaze attack of the aspect of
  Demogorgon’s left head is the equivalent of a
  charm monster spell (DC 20; CL 9) with a range of
  30 feet.
  Confusing Gaze: The gaze attack of the aspect
  of Demogorgon’s right head is the equivalent
  of a confusion spell (DC 20; CL 9) with a range
  of 30 feet.
  An aspect of Demogorgon is a mid-level manifestation
  of the demon lord of the same name. Demogorgon is
  fully detailed in Fiendish Codex I: Hordes of the Abyss.
  SAMPLE ENCOUNTERS
  An aspect of Demogorgon shows more willingness to
  enter melee than Demogorgon himself, but the aspect
  still prefers to use his great speed or gaze attacks to
  head off an attacker or reach an objective without
  combat. He makes full use of his dual actions in
  combat, usually combining movement with a full
  attack action or gaze. His natural weapons, and any
  weapons he wields, are considered chaotically and
  evilly aligned for the purpose of overcoming damage
  reduction.
  An aspect of Demogorgon usually does not have
  underlings at its beck and call, but it sometimes travels
  with some allies to help it accomplish a particular goal.
  EL 9: Cults of Demogorgon like to summon aspects
  to receive living sacrifices on behalf of Demogorgon.
  The aspect usually takes more than expected, however,
  which may cause the player characters some problems.
  For instance, a cult meeting in a basement could go
  horribly awry. After the aspect decimates the cultists
  and discovers it cannot return home, he could make his
  way into a city looking for sacrifices.
  EL 12: An aspect of Demogorgon and two vrocks are
  sent to rally a group of troglodyte worshipers of
  Demogorgon. The player characters learn of this plan
  and can move to head it off.
  ECOLOGY
  As outsiders, the aspects don’t need to eat or sleep.
  They have little in the way of ecology. Demogorgon
  creates them fully formed when he needs them.
  En v i ro n m e nt : Aspects of Demogorgon live on
  the Infinite Layers of the Abyss at Demogorgon’s
  palace. Because of Demogorgon’s status in the Abyss,
  aspects of Demogorgon are found more often in the
  Abyss at large than aspects of other demon lords.
  Typical Physical Characteristics: An aspect
  of Demogorgon looks like a smaller version of the
  demon lord himself. His body is apelike, and his necks
  and tail snakelike.
  ASPECT OF DEMOGORGON LORE
  Characters with ranks in Knowledge (the planes) can
  learn more about the aspect of Demogorgon. When a
  character makes a skill check, the following lore is
  revealed, including the information from lower DCs.
  DC
  Results
  21
  The creature is a manifestation of the foul demon
  prince Demogorgon, the self-styled Prince of Demons.
  2 6
  Though not mighty in combat, an aspect of Demogorgon
  moves quickly because it can take twice the actions that
  any other creature can take in a round of combat.
  31
  Meeting the gaze of an aspect of Demogorgon poses
  great danger. If you do, you might become confused or
  fall under the monster’s control.
  SOCIETY
  Aspects of Demogorgon serve the Prince of Demons
  like any other demon does, and so they have no special
  status within Demogorgon’s realm. Outside of it, they
  serve as his special agents. Aspects of Demogorgon
  always remain in the company of other demons,
  though these demons may not always be tanar’ri.
  A l i g n m e nt : Aspects of Demogorgon are always
  chaotic evil.
  TYPICAL TREASURE
  Though they don’t possess anything of their own,
  aspects of Demogorgon are often sent with valuables as
  presents to those demon princes with whom Demogor-
  gon is negotiating. The Prince of Demons plays the
  political game very well, forming alliances as well as
  epic rivalries and hatreds. Thus, an aspect of Demogor-
  gon may carry jewels, precious magic items, or exquis-
  itely wrought artwork when it travels.
  ASPECTS OF DEMOGORGON 
  IN EBERRON
  Should you wish to use aspects of Demogorgon within
  your game, player characters may find that they spend
  a lot of their time on Shavarath, the Battleground,
  fighting devils and other demons to maintain
  Demogorgon’s power base. On Eberron itself, they are
  usually found in swampy places such as the Shadow
  Marches or Q’Barra, or under the seas where the ixitxa-
  chitl live and prey upon others.
  
  ASPECTS OF DEMOGORGON 
  IN FAERÛN
  If you’re thinking of using aspects of Demogorgon in
  the FO R G O T T E N RE A L M S, you may want them to live in
  the Abyss, unless a cult calls them in for a purpose.
  They also work with powerful lizardfolk or troglodyte
  clerics of Demogorgon, usually in places “holy” to the
  Prince of Demons.
  ASPECT OF JUIBLEX
  A glistening cone of slime and jelly rises to a height of 10 feet
  before you. It is striped in veins of black and green, and its red
  eyes glow from ever-shifting positions within the slimy body.
  A pair of pseudopods writhe and twitch in your direction.
  ASPECT OF JUIBLEX
  CR 8
  CE Large outsider (chaotic, evil, extraplanar, tanar’ri)
  Init +3; Senses blindsight 60 ft., darkvision 60 ft.;
  Listen +13, Spot +13
  Languages Abyssal, Common; telepathy 100 ft.
  AC 22, touch 12, flat-footed 19
  (–1 size, +3 Dex, +10 natural)
  hp 84 (8 HD); DR 10/cold iron and good
  Immune acid, , bludgeoning damage, electricity
  Resist fire 10
  Fort +12, Ref +9, Will +8
  Speed 30 ft. (6 squares), climb 30 ft.
  Melee 2 slams +13 (1d8+6 plus 1d6 acid)
  Space 10 ft.; Reach 10 ft.
  Base Atk +8; Grp +18
  Atk Options Combat Expertise, Combat Reflexes,
  improved grab, constrict 1d6+6 plus 1d6 acid
  A b i l i t i e s Str 23, Dex 16, Con 23, Int 14, Wis 15,
  Cha 10
  SQ amorphous, tanar’ri traits
  Fe a t s
  Combat Expertise, Combat Reflexes,
  Improved Natural Attack (slam)
  S k i l l s Bluff +11, Climb +14, Diplomacy +4, Hide +10,
  Intimidate +13, Knowledge (arcana) +13, Know-
  ledge (dungeoneering) +13, Listen +13, Move
  Silently +14, Sense Motive +13, Spellcraft +4,
  Spot +13, Survival +2 (+4 when underground),
  Swim +17 
  Constrict (Ex) The aspect of Juiblex deals 1d6+6
  points of damage plus 1d6 points of acid
  damage with a successful grapple check, in
  addition to damage from his slam attack.
  Improved Grab (Ex) To use this ability, the aspect
  of Juiblex must hit an opponent of Large or
  smaller size with his slam attack. He can then
  attempt to start a grapple as a free action with-
  out provoking an attack of opportunity. If he
  wins the grapple check, he establishes a hold
  and can constrict or attempt to engulf.
  Amorphous (Ex)
  Bludgeoning weapons and
  impact damage deal no damage to an aspect of
  Juiblex. He can slip through spaces that other-
  wise could accommodate a creature no larger
  than Tiny because of his jellylike substance.
  An aspect of Juiblex is a mid-level manifestation of the
  demon lord of the same name. Juiblex is fully detailed
  in Fiendish Codex I: Hordes of the Abyss.
  STRATEGIES AND TACTICS
  An aspect of Juiblex closes to melee as soon as possible.
  He uses his pseudopods among as many different
  attackers as possible or he concentrates on the most
  dangerous one. His goal is to survive and destroy as
  much as possible.
  4
  pqqqqrs
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  TANAR’RI SUBTYPE
  Most demons encountered outside of the Abyss are
  tanar’ri. The most populous of the demon sub-
  types, the tanar’ri form the largest and most diverse
  group of demons. They are the unchallenged mas-
  ters of the Abyss at this time. The first tanar’ri were
  forged from the souls of the first humanoids drawn
  to the Abyss. Most tanar’ri incorporate humanoid
  features into their forms as a result of their close
  ties to the mortal realm.
  Tanar’ri Tr a i t s : A tanar’ri has the following traits
  (unless otherwise noted in a creature’s entry).
  —Immunity to electricity and poison.
  —Resistance to acid 10, cold 10, and fire 10.
  —Summon (Sp): Tanar’ri share the ability to
  summon others of their kind (the success chance
  and kind of tanar’ri summoned are noted in each
  monster description). Between their arrogance and
  disdain for owing favors to one another, however,
  tanar’ri are often reluctant to use this power until
  they are in obvious peril.
  —Telepathy.
  
  5
  
  6
  SAMPLE ENCOUNTERS
  Aspects of Juiblex prefer to work alone or with oozes,
  but sometimes they have tanar’ri as allies or minions.
  EL 13: Juiblex finds himself forced to make an
  alliance with another demon prince, and he sends an
  aspect of Juiblex along with a succubus for the negotia-
  tions. The aspect is guarded by two vrock demons and
  accompanied by two black puddings. The player char-
  acters find out about the meeting and have a chance to
  intercept this party on the way.
  ECOLOGY
  As outsiders, the aspects don’t need to eat or sleep.
  They have little in the way of ecology. Juiblex creates
  them fully formed when he needs them.
  Environment: Aspects of Juiblex live on Juiblex’s
  plane in the infinite layers of the Abyss. When found
  on the Material Plane, they tend to be close to a wor-
  ship site dedicated to the Faceless Lord.
  Typical Physical Characteristics: An aspect
  of Juiblex is a smaller version of Juiblex himself, so it
  has an amorphous oozy body. It typically “stands” 10
  feet tall, but it can be almost any shape. Green and black
  veiny striations show through its slimy pus covering.
  ASPECT OF JUIBLEX LORE
  Characters with ranks in Knowledge (the planes) can
  learn more about the aspect of Juiblex. When a charac-
  ter makes a skill check, the following lore is revealed,
  including the information from lower DCs.
  DC
  Result
  18
  The creature is a manifestation of the Faceless Lord,
  Juiblex. The PC can learn all of his outsider traits.
  23
  The aspect can constrict opponents, and he burns foes
  with acid.
  SOCIETY
  Nothing wants to hang around with Juiblex or any of
  his aspects, though some creatures do for power-gain-
  ing reasons. Juiblex himself does not seek any society,
  preferring to destroy powerful tanar’ri instead of talk-
  ing with them. Aspects are much the same. They often
  seek the company of oozes, puddings, and slimes.
  A l i g n m e nt : Aspects of Juiblex are always
  chaotic evil.
  TYPICAL TREASURE
  An aspect of Juiblex does not carry anything that
  anyone would consider to be treasure. Any treasure
  found would have to be carried or worn by allies or
  minions. They would typically be armed with magic
  weapons.
  ASPECTS OF JUIBLEX IN EBERRON
  Aspects of the Faceless Lord rarely make an appearance
  on Eberron, but they might be found in Khyber. They
  are usually on Shavarath working toward Juiblex’s
  goals.
  ASPECTS OF JUIBLEX IN FAERÛN
  The Faceless Lord has little interest in Faerûn, except
  where Zuggtmoy has an interest. If you wish to intro-
  duce aspects of Juiblex to your FO R G O T T E N RE A L M S
  campaign, perhaps sometimes some appear near loca-
  tions where cults of Zuggtmoy are gaining strength, to
  oppose them and lessen the Lady of Fungus’s powers.
  Otherwise, they live in Juiblex’s mad realm in the
  Abyss.
  ASPECT OF
  KOSTCHTCHIE
  From around a mound of snow strides a 16-foot-tall giant
  whose skin looks more like ice than flesh. His malformed face
  is a mask of bestial rage, and he swings a huge maul with
  wild abandon.
  ASPECT OF KOSTCHTCHIE
  CR 10
  CE Large outsider (chaotic, cold, evil, extraplanar,
  tanar’ri)
  Init +1; S e n s e s darkvision 60 ft.; Listen +18, Spot +18 
  Languages Abyssal, Giant; telepathy 100 ft.
  AC 17, touch 8, flat-footed 16
  (–1 size, +1 Dex, +9 natural, -2 raging)
  hp 174 (12 HD); DR 10/good
  Immune cold, electricity, poison
  Resist acid 10, fire 10
  Fort +18, Ref +9, Will +13
  Weakness vulnerable to fire
  Speed 40 ft. (8 squares)
  M e l e e
  +1 frost cold iron maul
  + 2 3 / + 1 8 / + 1 3
  (2d8+16/X3 plus 1d6 cold) or
  Ranged rock +13 (2d6+10)
  Space 10 ft.; Reach 10 ft.
  Base Atk +12; Grp +26
  Atk Options Awesome Blow, Cleave, Improved Bull
  Rush, Power Attack
  Special Actions rage, rock throwing
  A b i l i t i e s Str 31, Dex 12, Con 30, Int 14, Wis 16,
  Cha 16
  SQ rock catching, tanar’ri traits
  Feats Awesome Blow, Cleave, Improved Critical
  (maul), Power Attack, Weapon Focus (maul)
  
  7
  Skills Climb +23, Concentration +25, Intimidate
  +18, Jump +23, Knowledge (the planes) +17,
  Listen +18, Search +17, Spot +18, Survival +18
  (+20 following tracks, +20 on other planes, +22
  following tracks on other planes), Swim +21
  Possessions +1 Large frost cold iron maul
  Rage (Ex) Once per day, the aspect of Kostchtchie
  can enter a state of frenzy exactly like the
  barbarian rage ability. In this state, the aspect of
  
  8
  Kostchtchie’s 
  Strength 
  and 
  Co n s t i t u t i o n
  increase by 4 and his morale bonus on Will
  saves increases by 2. His Armor Class gains a
  –2 penalty. Kostchtchie remains in his rage for
  13 rounds and he becomes fatigued when he
  leaves his rage. 
  His statistics are presented to include his rage. If
  he is not raging, then the aspect of Kostchtchie’s
  statistics change as follows:
  AC 19, touch 10, flat-footed 18
  hp 150
  Fort +16, Will +11
  M e l e e +1 frost cold iron maul + 2 1 / + 1 6 / + 1 1
  (2d8+13/X3 plus 1d6 cold) or
  Ranged rock +13 (2d6+8)
  Grp +24
  Abilities Str 27, Con 26
  Skills Climb +21, Concentration +23, Jump +21,
  Swim +19
  Rock Throwing (Ex) The aspect of Kostchtchie can
  hurl rocks of 40 to 50 pounds each (Small
  objects) up to five range increments of 120 feet.
  Rock Catching (Ex) The aspect of Kostchtchie can
  catch Small or Medium rocks (or projectiles of
  similar shape). Once per round, if he would
  normally be hit by a rock, the aspect of Kostchtchie
  can make a Reflex save (DC 15 Small or DC 20
  Medium) to catch it as a free action. If the projec-
  tile provides a magical bonus to hit, the DC is
  increased by that amount. He must be aware of
  the attack to make a rock catching attempt.
  An aspect of Kostchtchie is a mid-level manifestation
  of the demon lord of the same name. Kostchtchie is
  fully detailed in Fiendish Codex I: Hordes of the Abyss.
  STRATEGIES AND TACTICS
  The aspect of Kostchtchie revels in combat, and he
  enters a rage as soon as one begins. He beats merci-
  lessly on any foe with his maul, trying to kill one oppo-
  nent before taking on another. The aspect of
  Kostchtchie does not care whether he fights spellcast-
  ers or fighters. He begins a combat using Power Attack
  to take a –5 penalty on attack rolls and add a +10 bonus
  on damage. Depending on how easily the aspect of
  Kostchtchie hits, it adjusts its Power Attack penalty up
  or down.
  SAMPLE ENCOUNTERS
  An aspect of Kostchtchie might be found alone, but
  more often he has some allies or guards to help divert
  additional foes during a combat.
  EL 13: An aspect of Kostchtchie, accompanied by
  three frost giant guards, is trying to convert a “newly
  discovered” tribe of frost giants to the worship of
  Kostchtchie. The adventurers have some other purpose
  for being there, and they may get involved in the fight
  that inevitably ensues.
  ECOLOGY
  As outsiders, the aspects don’t need to eat or sleep.
  They have little in the way of ecology. Kostchtchie cre-
  ates them fully formed when he needs them.
  Environment: Aspects of Kostchtchie live either
  on Kostchtchie’s dread frozen plane of the Abyss, move
  about the cold areas of the world to wreak havoc and
  conquer land in the name of Kostchtchie, or seek out
  frost giants to bring under the control of the demon
  prince.
  Typical Physical Characteristics: The aspect
  of Kostchtchie appears as a malformed frost giant that
  stands two feet taller than a frost giant. His skin looks
  more like translucent ice than skin. He carries a large
  maul, and as soon as a battle begins, his eyes glow
  silver-blue with feral rage.
  ASPECT OF KOSTCHTCHIE LORE
  Characters with ranks in Knowledge (the planes) can
  learn more about the aspect of Kostchtchie. When a
  character makes a skill check, the following lore is
  revealed, including the information from lower DCs.
  DC
  Result
  22
  The creature is a manifestation of the demon prince
  Kostchtchie, prince of wrath. The PC can learn all of his
  outsider traits.
  27
  The aspect of Kostchtchie can fly into a ferocious rage.
  32
  His similarity to his frost giant worshipers means that
  he can throw and catch rocks like frost giants can.
  SOCIETY
  An aspect of Kostchtchie might be found among a tribe
  of frost giant worshipers of Kostchtchie, acting as their
  leader and visible presence of the tribe’s deity. He may
  also work with demons, such as vrocks, who like to
  fight as much as he does.
  A l i g n m e nt : Aspects of Kostchtchie are always
  chaotic evil.
  TYPICAL TREASURE
  An aspect of Kostchtchie is always armed with a +1 icy
  burst Large cold iron maul, and he always wears magic
  hide armor that provides some protection from critical
  hits. He does not value anything else.
  
  9
  ASPECTS OF KOSTCHTCHIE 
  IN EBERRON
  Some aspects of Kostchtchie make trouble on Risia, the
  Plain of Ice, but that frigid place does not support the
  frost giants that Kostchtchie seeks as worshipers. The
  aspects are more often found on Xen’drik trying to
  rally groups of evil frost giants into conquering their
  neighbors.
  ASPECTS OF KOSTCHTCHIE 
  IN FAERÛN
  To use aspects of Kostchtchie in the FO R G O T T E N
  RE A L M S setting, make them outsiders with the native
  subtype. They may choose to work to corrupt frost
  giants to the worship of their lord as well as seek out
  land to conquer. Player characters may encounter them
  more often in the Spine of the World mountains, the
  Great Glacier, the High Ice, or the mountains near
  these vast cold places.
  ASPECT OF ZUGGTMOY
  Before you stands a foul creature that is only coincidentally
  humanoid from the waist up. All in all, this creature is a mass
  of fungal growths. The top half has grown into the form of an
  attractive human woman, while the lower half is a roiling
  mass of fungi and tentacles. The creature’s skin is a swirl of
  purple and black and gray and blue that could bring bile into
  the back of the throat of even the most indomitable of beings.
  ASPECT OF ZUGGTMOY
  CR 6
  CE Large outsider (chaotic, evil, extraplanar,
  tanar’ri)
  I n i t +6; S e n s e s darkvision 60 ft.; Listen +13, Spot +13
  Languages Abyssal, Common, Terran; telepathy
  100 ft.
  AC 21, touch 11, flat-footed 19
  (–1 size, +2 Dex, +10 natural)
  hp 81 (7 HD); DR 10/good
  Immune electricity, plant traits
  Resist cold 10, fire 10
  Fort +12, Ref +7, Will +8
  Speed 30 ft. (6 squares), climb 20 ft.
  Melee 2 pseudopods +11 (2d6+5) and
  2 claws +8 (1d6+2)
  Space 10 ft.; Reach 10 ft.
  Base Atk +7; Grp +16
  Atk Options Combat Expertise, Power Attack,
  improved grab, constrict 2d6+5, engulf
  A b i l i t i e s Str 20, Dex 14, Con 24, Int 18, Wis 16, Cha 14
  SQ plant traits, tanar’ri traits
  Fe a t s Combat Expertise, Improved Initiative,
  Power Attack
  S k i l l s Bluff +12, Diplomacy +4, Hide +8, Intimidate
  +14, Knowledge (dungeoneering) +14, Know-
  ledge (nature) +14, Knowledge (religion) +14,
  Knowledge (the planes) +14, Listen +13, Move
  Silently +12, Search +14, Spot +13, Survival +3
  (+5 aboveground natural settings, +5 on other
  planes, +5 following tracks, +7 following tracks in
  aboveground natural settings, +7 following tracks
  on other planes), Use Magic Device +12
  Constrict (Ex) The aspect of Zuggtmoy deals 2d6+5
  points of damage with a successful grapple
  check, in addition to damage from her pseudo-
  pod attack.
  Engulf (Ex) The aspect of Zuggtmoy can absorb a
  grappled creature into her body provided it is size
  Medium or smaller. In order to engulf a creature,
  the aspect of Zuggtmoy need only win a new grap-
  ple check against her already grappled foe. Each
  round, fungal enzymes eat away at the engulfed
  victim and deal 1d2 points of Constitution
  damage. A creature drained to 0 Constitution is
  absorbed completely by the aspect of Zuggtmoy.
  Any gear the creature might have had is exuded
  out of her body at this time. An engulfed creature
  is considered grappled while the aspect of
  Zuggtmoy is not. An engulfed creature can
  attempt to cut its way free with any light slashing
  or piercing weapon by dealing 20 points of
  damage (AC 15, DR 10/good). Once the creature
  exits, muscular action closes the hole; another
  engulfed opponent must cut its own way out.
  Improved Grab (Ex) To use this ability, an aspect of
  Zuggtmoy must hit an opponent of any size
  with a pseudopod attack. She can then attempt
  to start a grapple as a free action without
  provoking an attack of opportunity. If she wins
  the grapple check, she establishes a hold and
  can constrict. If she successfully grapples a
  Medium or smaller target, she can attempt to
  engulf that target the next round.
  Plant Traits Although she is an outsider, an aspect
  of Zuggtmoy gains many of the traits of a plant
  creature. She is immune to poison, paralysis,
  polymorph, sleep effects, and stunning, and she
  is not subject to critical hits or sneak attack
  damage.
  An aspect of Zuggtmoy is a mid-level manifestation of
  the demon lord of the same name. Zuggtmoy is fully
  detailed in Fiendish Codex I: Hordes of the Abyss.
  
  1 0
  
  1 1
  STRATEGIES AND TACTICS
  Like Zuggtmoy herself, aspects of Zuggtmoy rarely
  pass up a chance to destroy living flesh in combat. An
  aspect of Zuggtmoy is always accompanied by fungus
  monsters and at least one vrock, which obeys the
  aspect out of fear of Zuggtmoy herself. An aspect of
  Zuggtmoy tries to grapple and engulf a foe as quickly as
  possible, to reduce the numbers of foes and take advan-
  tage of the fact that an engulfed foe is grappled while
  the aspect of Zuggtmoy is not.
  SAMPLE ENCOUNTERS
  Aspects of Zuggtmoy always have company.
  EL 8: Two aspects of Zuggtmoy make an attack on a
  cult of Juiblex and decimate many. The player charac-
  ters encounter them afterward.
  EL 10: An aspect of Zuggtmoy, a violet fungi, a
  shrieker, and a vrock guardian are sent to gather infor-
  mation for a new cult to the Lady of Fungi.
  ECOLOGY
  As outsiders, the aspects don’t need to eat or sleep.
  They have little in the way of ecology. Zuggtmoy cre-
  ates them fully formed when she needs them.
  En v i ro n m e nt : Zuggtmoy’s realm is a world of
  fungi, and that is where aspects of Zuggtmoy feel most
  at home.
  Typical Physical Characteristics: Aspects of
  Zuggtmoy are composed of Abyssal fungus. They
  resemble humanoid women from the torso upward,
  but there is nothing humanoid about these creatures.
  Their lower halves look like a mass of tentacles and
  fungus. They are hideous to behold and the area around
  them often smells of rotting vegetation.
  ASPECT OF ZUGGTMOY LORE
  Characters with ranks in Knowledge (the planes) can
  learn more about the aspect of Zuggtmoy. When a
  character makes a skill check, the following lore is
  revealed, including the information from lower DCs.
  DC
  Results
  17
  The creature is a manifestation of the Demon Lady of
  Fungus, Zuggtmoy. The PC can learn all of her outsider
  traits.
  22
  The most fearsome thing about this creature is that she
  can engulf foes and absorb them.
  27
  The creature has many immunities, including some
  enjoyed by plants.
  SOCIETY
  Aspects of Zuggtmoy live with their mistress on 222nd
  layer of the Abyss. They usually remain in the company
  of fungus monsters. They often serve as advisors to
  humanoid cultists of Zuggtmoy, which means player
  characters may find them within her temples with an
  array of fungi, plus a vrock or a cleric of Zuggtmoy.
  A l i g n m e nt : Aspects of Zuggtmoy are always
  chaotic evil.
  TYPICAL TREASURE
  Aspects of Zuggtmoy might use disposable items, and
  they might have some wealth around when on the
  Material Plane to reward and finance cultists. However,
  they don’t rely on magic weapons or items.
  ASPECTS OF ZUGGTMOY IN EBERRON
  Should you wish to use aspects of Zuggtmoy in Eber-
  ron, make them outsiders with the native subtype.
  Many can make their homes in the Demon Wastes or
  in caves of Khyber where they cultivate fungus gar-
  dens. When a cult of Zuggtmoy pops up somewhere,
  an aspect of the Lady of Fungus often works with the
  leaders to grow the cult’s power base.
  ASPECTS OF ZUGGTMOY IN FAERÛN
  If you’re interested in using Zuggtmoy in Faerûn, she’ll
  need to take care because the gods are as interested in
  the world as she is. Her aspects dwell in the Abyss, but
  they may show up at any location that shows promise
  for a new cult of the Lady of Fungus.
  ABOUT THE AUTHOR 
  Ro b e rt Wi e s e entered the gaming hobby through
  the Boy Scouts and progressed from green recruit to
  head of the most powerful gaming fan organization in
  the world. He served as head of the RPGA® Network for
  almost seven years, overseeing the creation of the
  LI V I N G GR E Y H A W K™ and LI V I N G FO R C E™ c a m p a i g n s ,
  among other achievements. Eventually, he returned to
  private life in Reno, Nevada, where he spends as much
  time as possible with his wife, new son Owen, and
  many pets.
  He is still involved in writing, organizing conven-
  tions, and playing, and he models proteins for the Bio-
  chemistry Department of the University of Nevada,
  Reno.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/WOTC Web Archive/3.5/Fiendish Codex - Fiendish Aspects I.pdf