TEXT: 1
  
  2
  Ben Dowell, Eric Hindley, Ismael Alvarez, J Gray, Jason Owen Black, Jeffrey Swank, John 
  Bennett, Justice Mora, Kalyna Conrad, Kiel Howell, Kim Frandsen, Landon Winkler, Matt Roth, Michael Ritter, 
  Rodney Sloan, Taylor Hubler, Lucus Palosaari, Rick Hershey, and Troy Daniels
  Ben Dowell, Eric Hindley, Ismael Alvarez, J Gray, Jason Owen Black, Jeffrey Swank, John 
  Bennett, Justice Mora, Kalyna Conrad, Kiel Howell, Kim Frandsen, Landon Winkler, Matt Roth, Michael Ritter, 
  Rodney Sloan, Taylor Hubler, Lucus Palosaari, Rick Hershey, and Troy Daniels
  Close enCounters:
  Hyperspace 
  Fiends
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  Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Starfinder® Roleplaying Game Compatibility License. See http:// 
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  Open Game Content: All material — including but not limited to art, place and character names, character and setting descriptions, background, 
  and new class descriptions—is Product Identity. All other content is considered Open Game Content.
   
  Reference in non-Open Game Content (thus not covered by the Open Game License) in this work to content owned by others is not a challenge to 
  their ownership and is used under Fair Use.
  
  3
  The Fat Goblin Hoarde
  The Fat Goblin Hoarde
  Contents
  Introduction 
  5
  Fiendish Magic 
  6
  Terrain 
  6
  Time 
  7
  Bestiary 
  8
  Demon, Babau 
  9
  Demon, Balor 
  10
  Demon, Dretch 
  12
  Demon, Glabrezu 
  13
  Demon, Hezrou 
  14
  Demon, Marilith 
  15
  Demon, Nalfeshnee 
  16
  Demon, Succubus 
  17
  Demon, Vrock 
  18
  Devil, Barbed (Hamatula) 
  19
  Devil, Bearded (Barbazu) 
  20
  Devil, Bone (Osyluth) 
  21
  Devil, Horned (Cornugon) 
  22
  Abyssal Dreadrazor 
  23
  New Ships 
  23
  Making Adventures 
  25
  
  4
  Travelling through hyperspace can sometimes lead to strange and terrifying results. Each time a ship uses its 
  hyperspace engine, the crew may soon find themselves either flying through empty hyperspace to their intended 
  destination or passing by a random chunk of another plane. Few people would be pleased to find themselves in either 
  Hell or the Abyss, and even fewer would want to be steering through a hybrid of these two fiendscapes!
  Close Encounters: Hyperspace Fiends introduces brand new rules for interacting with this treacherous subsection 
  of hyperspace and provides stats for 15 of these demons and devils, from the lowly dretch, to the vicious bone devil, 
  to the sword-and-rifle wielding marilith. Also included are two new ships straight from the Lower Planes: the Hellish 
  Soulreavers and the Abyssal Dreadrazors.
  Close Encounters is a line of Starfinder Roleplaying Game compatible books from Fat Goblin Games filled with a 
  ready-made encounter and numerous plot hooks and adventure seeds for Gamemasters to quickly adapt for their 
  own tables. Each book includes fully statted monsters and NPCs for the Starfinder Roleplaying Game, sometimes all 
  new, sometimes adapted from other game systems, sometimes both. 
  
  5
  This stretch of hyperspace, sometimes called the 
  Fiendish Wastes, was first formed centuries ago when 
  a piece of the Abyss fused with part of Hell due to the 
  tears in reality using hyperspace engines creates. This 
  nightmarish landscape took on the features of both 
  planes, combining the volcanic landscape often seen 
  in Hell with the toxic swamps found in the Abyss. At 
  first, the demons and devils who were ripped from their 
  homes found themselves at odds with one another, 
  after all, though both live in planes that would be 
  inhospitable to most mortals, the two groups are vastly 
  different in nature. Devils are beings of pure law, and 
  every action they take works towards a greater overall 
  goal of stripping away free will and dominating not only 
  mortals but other outsiders. Demons, meanwhile, tend 
  to be wild and hedonistic beings, focused on equal parts 
  destruction and pleasure (and unfortunately for all non-
  demons, these two things tend to go hand and hand). 
  When the Abyss and Hell combined to form the 
  Wastes, the vastly outnumbered devils found themselves 
  being slaughtered en masse by their demonic 
  counterparts. Unable to match the raw might of the 
  demons, the devils proposed a bargain: the two factions 
  work together to escape from the Fiendish Wastes and 
  return to their home planes. Thus an uneasy alliance 
  was formed. Though the two groups of fiends would 
  almost certainly betray each other in order to escape 
  should they get the chance, they currently use their 
  combined powers to deceive and capture those unlucky 
  enough to accidentally encounter the Wastes while 
  travelling through hyperspace. Once they do this, the 
  fiends usually strip apart any spacecrafts they seize and 
  use the parts to repair their own ships which have been 
  too damaged to utilize ever since the planes clashed 
  together. Today, both groups only need a single part to 
  complete their spacecrafts: a new hyperspace engine.
  The Fiendish 
  WasTes
  The Fiendish Wastes is a strange amalgamation of 
  land from both Hell and the Abyss. As such, it is a several 
  mile wide stretch of land that features alien geographic 
  patterns, swamps that leak poisonous gas, and chunks 
  of burning brimstone rising out of the ground. In the 
  center of the Wastes is an active volcano that bubbles 
  with a combination of lava and boiling acid, creating an 
  environment that is uncomfortable, even for demons 
  and devils. Below is a list of rules to keep in mind when 
  adventuring through this treacherous realm.
   
  Á introduction
  
  6
  Fiendish Magic
  Due to the Wastes being a combination of two Lower 
  Planes, outsiders to either of these planes will find that 
  their magic simply isn’t as powerful here. Every time a 
  non-demon or non-devil casts a spell here, they must 
  attempt a DC 18 Will save or treat their caster level as 
  2 lower than normal for that spell’s effects. Should the 
  caster roll a 1 on this saving throw, they must also roll 
  randomly on the table below to see what else happens.
  d%
  Effect
  01–19
  If the spell normally damages or otherwise 
  hinders enemies, the caster takes the full 
  effects of the spell, or if the spell cannot 
  affect the caster it is instead redirected to a 
  non-demon or non-devil within the spell’s 
  range; for example, if the spell explosive blast 
  was cast, it is centered on the caster. If no 
  valid target for the spell exists, then it simply 
  fails and the caster loses the spell slot.
  20–24
  As soon as the spell is cast, the air around the 
  caster superheats, dealing 3d6 fire damage.
  25–29
  Before the spell can be cast, acidic gas 
  coalesces around the caster, dealing 3d6 acid 
  damage.
  30–59
  The spell does not function. Instead, the 
  caster is affected by an inflect pain spell (DC 
  16 Will) for 5 rounds.
  60–74
  The spell does not function. Instead, all 
  non-demons and non-devils within 15 feet 
  of the caster (including the caster themself) 
  are affected by a confusion spell (DC 17) for 
  5 rounds.
  75–94
  The spell functions as normal, though the 
  caster still treats their caster level as 2 lower 
  than normal for the purposes of this spell.
  95–100
  1d4 bearded devils are conjured within 30 
  feet of the caster.
  Terrain
  Though it has standard gravity, the environment in 
  the Fiendish Wastes is strange and hostile to most life. 
  To those who have never ventured through either Hell 
  or the Abyss, it can best be described as a poisonous 
  and volcanic swamp. The land throughout the Wastes 
  counts as difficult terrain either due to the rocky 
  surface being stretched into random and oftentimes 
  impossible shapes or because of the numerous bogs 
  which pockmark the ground. These bogs generally have 
  two different depths: knee deep mud which deals 1d6 
  points of acid damage per round a creature is exposed 
  to it, and bottomless bogs which creatures must swim 
  through. These bottomless bogs often have lava flows 
  directly below them and so can often be found boiling. 
  Creatures attempting to swim through these bottomless 
  bogs takes 5d6 acid damage and 5d6 fire damage per 
  round they are submerged.
  Additionally, poisonous gas can visibly be seen 
  steaming out of the ground in many parts of the Wastes. 
  There are two different types of gases which can be 
  spotted here: grey smoke which can be found near lava 
  flows and chunks of brimstone and greenish clouds 
  which can be found near bogs. The effects on characters 
  not immune to poison are listed below.
  AbyssAl swAmp GAs
  Type poison (inhaled); Save Fortitude DC 18
  Track Constitution; Frequency 1/round for 6 rounds
  Cure 1 save
  InfernAl VolcAnIc GAs
  Type poison (inhaled); Save Fortitude DC 14
  Track Strength; Frequency 1/round for 6 rounds
  Cure 2 consecutive saves
  The last detail to note is the volcano which rests at 
  the center of the Wastes. Perhaps the most significant 
  
  7
  obstacle to survival, outside of the fiends which live 
  here, this volcano is perpetually active and erupts every 
  1d4+1 days, wreaking havoc on the environment. These 
  eruptions typically last for 24 hours, violently shooting 
  a mixture of acid and lava throughout the entirety 
  of the Wastes. Every hour during these eruptions, 
  creatures have a 10% chance of being exposed to 
  a splash of this acid/lava mixture, taking 3d6 acid 
  damage and 3d6 fire damage. Those foolish enough 
  to be climbing near or on the volcano itself while an 
  eruption is happening is likely to be exposed to flows 
  of acid and lava, taking 10d6 acid damage and 10d6 fire 
  damage per round they are submerged.
  TiMe
  Because the Fiendish Wastes are a combination of the 
  ruthlessly structured Hell and the hopelessly chaotic 
  Abyss, time follows a unique set of rules while within 
  the Wastes. On the first day the PCs enter the Wastes, 
  time works exactly the same as it does elsewhere in the 
  universe. After the very first 24 hour period, however, the 
  next 24 hours within the Wastes translates to a week of 
  time outside of it. The next 24 hour period translates to a 
  month, and the final 24 hour period translates to only a 
  minute on the outside. After this, the cycle loops (1 day, 
  1 week, 1 month, 1 minute).
  
  8
  The following section includes several demons and 
  devils compiled from the Pathfinder Roleplaying Game 
  Bestiary that have been updated for play in the Starfinder 
  Roleplaying Game. Some of the fiends found herein have 
  been given updated equipment—after all, why would 
  outsiders want to let have mortals have all the fun with 
  updated technology? Others have been given updated 
  abilities and spell-like abilities to represent a change in 
  tactics which were necessary as technology marched 
  forward and to better fit the rules of the Starfinder 
  Roleplaying Game.
  It is important to note that while that the demons 
  and devils within the Fiendish Wastes are a bit unique in 
  how they use their abilities. While most fiends can easily 
  summon allies from the Lower Planes, it is impossible to 
  enter hyperspace with magic, so instead summoned allies 
  come from elsewhere in the Wastes, only to be shunted 
  back to where they came from when the time limit on the 
  ability runs out or they are defeated. Likewise, while fiends 
  outside the Wastes can use their interplanetary teleport 
  ability to travel vast distances whenever they’d like, 
  those trapped within the Wastes cannot use it to escape 
  hyperspace. Instead, they use this spell-like ability as a 
  safety mechanism to bring them to another part of the 
  Wastes whenever they find the need.
   
  Á Bestiary
  
  9
  CE Medium outsider (chaotic, evil, demon, extraplanar)
  Init +2; Senses darkvision 60 ft., see invisibility; 
  Perception +13
  Defense 
  Hp 90
  EAC 18; KAC 20
  Fort +10, Ref +8, Will +5
  Defensive Abilities protective slime; DR 10/cold iron or 
  good; Immunities electricity, poison; Resistances acid 
  10, cold 10, fire 10; SR 17
  offense
  Speed 30 ft.
  Melee flaming tactical pike +17 (1d8+11 F & P)
  Multiattack bite +11 (1d6+11 B & P), 2 claws +11 
  (1d6+11 S)
  Space 5 ft.; Reach 5 ft. (10 ft. with flaming tactical pike)
  Offensive Abilities deadly precision +2d6
  Spell-Like Abilities (CL 7th)
   
  Constant—see invisibility
   
  At will—interplanetary teleport (self plus 50 lbs. of 
  objects only)
  3/day—dispel magic, invisibility
  1/day—summon allies (1 babau 35%; 1 hour)
  TAcTIcs
  If they are alone when combat begins, the babau will 
  attempt to summon another babau before engaging enemies 
  in melee combat. Babaus will make effective use of their 
  invisibility spell to try and sneak up on enemies and catch 
  them unaware, flanking with any allies they can so that they 
  could use their deadly precision ability. If reduced to 15 Hit 
  Points, a babau will use interplanetary teleport to escape, 
  returning to attack at a later time.
  sTATIsTIcs
  Str +5, Dex +2, Con +3, Int +2, Wis +1, Cha +3
  Skills Acrobatics +13, Sense Motive +13, Stealth +18
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
  Gear flaming tactical pike
  ecoloGy
  Environment any (Abyss)
  Organization solitary, pair, or gang (3–8)
  specIAl AbIlITIes
  Deadly Precision (Ex) Whenever the babau successfully 
  attacks an enemy that it flanks or has the flat-footed 
  condition, it deals another 2d6 points of damage in 
  addition to its normal damage.
  Protective Slime (Su) A layer of acidic slime coats a 
  babau’s skin. Any creature that strikes a babau with a 
  natural attack or unarmed strike takes 1d8 points of acid 
  damage from this slime if it fails a DC 14 Reflex save. 
  A creature that strikes a babau with a melee weapon 
  must make a DC 14 Reflex save or the weapon takes 
  1d8 points of acid damage; if this damage 
  penetrates the weapon’s hardness, the 
  weapon gains the broken condition. 
  Ammunition that strikes a babau is 
  automatically destroyed after it 
  inflicts its damage.
  Summon Allies (Sp) Once per 
  day, the babau can attempt to 
  summon another babau as a 
  full action, with a 35% chance 
  of success. The summoned 
  babau remains for 1 hour or 
  until it dies.
  Babaus are formed from 
  the souls of murderers and 
  assassins, a role they 
  kept once transformed 
  into demons. Babaus 
  relish in setting up 
  ambushes for those 
  foolish enough to 
  wander into their 
  territory and will often 
  play with their victims 
  before finally landing a killing blow.
  deMon, BaBau
  cr 6
  XP 2,400
  coMBaTanT
  
  10
  CE Large outsider (chaotic, evil, demon, extraplanar)
  Init +6; Senses darkvision 60 ft., low-light vision, true 
  seeing; Perception +34
  Aura flaming body
  Defense 
  Hp 465
  EAC 35; KAC 37
  Fort +21, Ref +21, Will +19
  DR 15/cold iron and good; Immunities electricity, fire, 
  poison; Resistances acid 20, cold 20; SR 31 
  offense
  Speed 40 ft., fly 90 ft. (average)
  Melee vorpal unholy dimensional slice longsword 
  +35 (14d8+32 S) or vorpal flaming monowhip +35 
  (10d4+32 F & S)
  Multiattack vorpal unholy dimensional slice longsword 
  +29 (14d8+32 S), vorpal flaming monowhip +29 
  (10d4+32 F & S), 2 slams +29 (8d6+32 B each)
  Space 10 ft.; Reach 10 ft. (20 ft. with monowhip)
  Offensive Abilities entangle
  Spell-Like Abilities (CL 20th)
   
  Constant—true seeing
  At will—confusion (DC 23), interplanetary teleport (self 
  plus 50 lbs. of objects only), wall of fire (DC 23)
  3/day—dominate person (DC 24), mislead (DC 24), 
  telekinesis (DC 24)
  1/day—disintegrate (DC 25), mass suggestion (DC 25), 
  shadowy fleet (DC 25), snuff life (DC 25), summon allies 
  (any 1 CR 19 or lower demon 100%; 1 hour)
  TAcTIcs
  Though always eager for battle, a balor will generally allow 
  whatever minions it commands to engage enemies in melee 
  combat first, using spells such as confusion and dominate 
  person to wreak havoc. Once chaos has been spread across 
  the battlefield, a balor will charge into battle and engage the 
  strongest looking enemies first, hoping for a good battle. 
  A balor will never flee, believing itself too powerful to be 
  destroyed by anything less than a deity.
  sTATIsTIcs
  Str +12, Dex +6, Con +9, Int +5, Wis +5, Cha +5
  Skills Acrobatics +39, Bluff +34, Intimidate +34, Stealth +34
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
  Other Abilities death throes, vorpal strike
  Gear vorpal flaming monowhip, vorpal unholy dimensional 
  slice longsword
  ecoloGy
  Environment any (Abyss)
  Organization solitary or warband (1 balor and 2–5 
  glabrezus)
  specIAl AbIlITIes
  Death Throes (Su) When killed, a balor explodes in a 
  blinding flash of fire that deals 100 points of damage 
  (half fire, half unholy damage) to anything within 100 
  feet (Reflex DC 25 halves).
  Entangle (Ex) If a balor strikes a Medium or smaller foe 
  with its monowhip, the balor can immediately attempt 
  to grapple that foe. If the balor succeeds, it draws the 
  foe into an adjacent square. The foe gains the grappled 
  condition, but the balor does not. 
  Flaming Body (Su) A balor’s body is covered in dancing 
  flames. Anyone striking a balor with a natural weapon 
  or unarmed strike takes 2d6 points of fire damage. 
  A creature that grapples a balor or is grappled by 
  one takes 8d6 points of fire damage each round the 
  grapple persists.
  Summon Allies (Sp) Once per day, the balor can attempt 
  to summon any CR 19 or lower demon as a full action, 
  with a 100% chance of success. The summoned demon 
  remains for 1 hour or until it dies.
  Vorpal Strike (Su) Any slashing weapon a balor 
  wields (including its dimensional slice longsword 
  and monowhip) gains the vorpal weapon infusion. 
  Weapons retain this infusion for one hour after the 
  balor releases the weapon, but after this, the weapon 
  reverts to its standard magical qualities, if any.
  Balors are seen as some of the most fierce and cunning 
  demons in existence, and often command legions of 
  demons in the Abyss. The lone balor here in the Fiendish 
  Wastes, however, has a small but elite force of demons 
  and devils who follow his lead as he experiments in the 
  isolation of the volcano at the center of the Wastes.
  deMon, Balor
  cr 20
  XP 307,200
  coMBaTanT
  
  11
  
  12
  CE Small outsider (chaotic, evil, demon, extraplanar)
  Init +1; Senses darkvision 60 ft.; Perception +7
  Defense 
  Hp 40
  EAC 11; KAC 13
  Fort +4, Ref +4, Will +3
  DR 5/cold iron or good; Immunities electricity, poison; 
  Resistances acid 10, cold 10, fire 10 
  offense
  Speed 20 ft.
  Melee bite +11 (1d6+4 P)
  Spell-Like Abilities (CL 2nd)
   
  1/day—fear II (DC 12), fog cloud (DC 12), summon 
  allies (1 dretch 35%; 1 hour)
  TAcTIcs
  Most dretches are cowardly and will only initiate an attack, 
  if they know that they outnumber their enemies or if there are 
  more powerful demons that can also join the battle. A dretch 
  will flee from battle when it reaches 5 Hit Points but will fight 
  to the death if there are powerful demons nearby (more out of 
  fear than loyalty).
  sTATIsTIcs
  Str +2, Dex +1, Con +4, Int –3, Wis +0, Cha +0
  Skills Athletics +7, Acrobatics +7, Stealth +12
  Languages Abyssal (cannot speak); telepathy 100 ft. 
  (limited to Abyssal-speaking targets)
  ecoloGy
  Environment any (Abyss)
  Organization solitary, pair, gang (3–5), crowd (6–12), or 
  mob (13+)
  specIAl AbIlITIes
  Summon Allies (Sp) Once per day, the dretch can 
  attempt to summon another dretch as a full action, 
  with a 35% chance of success. The summoned dretch 
  remains for 1 hour or until it dies.
  Seen as the lowest form of demon, dretches are 
  cowards and are easily intimidated into following orders 
  if they are alone. In vast numbers, however, enemies of 
  the Abyss find that the attacks of these minor demons 
  can be overwhelming.
  deMon, dreTch
  cr 2
  XP 600
  coMBaTanT
  
  13
  CE Huge outsider (chaotic, evil, demon, extraplanar)
  Init +4; Senses darkvision 60 ft., true seeing; 
  Perception +23
  Defense 
  Hp 225
  EAC 27; KAC 29
  Fort +15, Ref +15, Will +14
  DR 10/good; Immunities electricity, poison; Resistances 
  acid 10, cold 10, fire 10; SR 24
  offense
  Speed 40 ft.
  Melee slam +27 (3d12+21 B)
  Multiattack 2 pincers +21 (2d8+21 B or P each), 2 claws 
  +21 (2d8+21 S)
  Space 15 ft.; Reach 15 ft.
  Offensive Abilities rending strike
  Spell-Like Abilities (CL 14th)
   
  Constant—true seeing
  At will—explosive blast (DC 18), interplanetary teleport 
  (self plus 50 lbs. of objects only), veil
  3/day—confusion (DC 19), cosmic eddy (DC 19), flight IV, 
  wall of fire (DC 19)
  1/day—summon allies (1 glabrezu 35% or 1d2 vrocks 
  50%; 1 hour)
  1/month—wish (granted to a mortal humanoid only)
  TAcTIcs
  The typical glabrezu attempts to avoid combat with mortals 
  if it can, preferring to corrupt them by cloaking their identities 
  with the veil spell and granting a corrupted wish if possible. 
  If their deceptions are seen through, glabrezus prove to be 
  fearsome foes, using confusion to start most battles and 
  following up with a barrage of damaging spells. If an enemy is 
  brave enough to face the glabrezu in melee combat, it matches 
  brawn for brawn and uses full attacks to crush their foe. If 
  brought to 20 Hit Points, a glabrezu will use interplanetary 
  teleport to escape.
  sTATIsTIcs
  Str +8, Dex +4, Con +6, Int +3, Wis +3, Cha +4
  Skills Bluff +28, Culture +23, Diplomacy +23, Sense 
  Motive +23
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
  ecoloGy
  Environment any (Abyss)
  Organization solitary or troop (1 glabrezu, 1 succubus, 
  and 2–5 vrocks)
  specIAl AbIlITIes
  Rending Strike (Ex) If a glabrezu successfully attacks a 
  single creature with both of its pincers when making 
  a multiattack, the enemy takes an additional 2d8+21 
  slashing damage.
  Summon Allies (Sp) Once per day, the glabrezu can 
  attempt to summon either another glabrezu as a full 
  action, with a 35% chance of success or 1d2 vrocks 
  with a 50% chance of success. The summoned demons 
  remain for 1 hour or until they die.
  Though massive and clearly physically powerful, 
  glabrezus are formed from the souls of deceptive 
  mortals and so they continue with their lies and tricks as 
  a demon. A glabrezu enjoys corrupting mortals above 
  all else and will have a series 
  of deceptions ready to 
  ensnare mortals with 
  dreams of a wish.
  deMon, glaBrezu
  cr 13
  XP, 25,600
  coMBaTanT
  
  14
  CE Large outsider (aquatic, chaotic, evil, demon, 
  extraplanar)
  Init +3; Senses darkvision 60 ft.; Perception +20
  Aura stench (DC 18; 10 rounds)
  Defense 
  Hp 180
  EAC 24; KAC 26
  Fort +15, Ref +13, Will +10
  DR 10/good; Immunities electricity, poison; Resistances 
  acid 10, cold 10, fire 10; SR 22
  offense
  Speed 30 ft., swim 30 ft.
  Melee bite +24 (4d6+19 P plus grab)
  Multiattack bite +18 (2d8+19 P plus grab), 2 claws 
  (2d8+19 S)
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities nausea
  Spell-Like Abilities (CL 13th)
  At will—fear II (DC 16), interplanetary teleport (self plus 
  50 lbs. of objects only) invisibility
  3/day—arcing surge (DC 17), displacement, haste, slow 
  (DC 17)
  1/day—corrosive haze (DC 18), summon allies (1 hezrou 
  35%; 1 hour)
  TAcTIcs
  If given time to prepare before combat, a hezrou will cast 
  displacement, haste, and invisibility as well as try to summon 
  another hezrou. Once it does this, it will jump straight into 
  melee combat. If there is an opportunity, the hezrou will 
  attempt to drag weaker looking creatures under water or mud 
  if there is any deep enough nearby. Hezrous are generally 
  ravenous and will not flee from combat.
  sTATIsTIcs
  Str +8, Dex +3, Con +5, Int +2, Wis +2, Cha +3
  Skills Acrobatics +25, Athletics +25 (+32 when 
  swimming), Intimidate +20, Mysticism +20 
  Languages Abyssal, Celestial, Draconic; 
  telepathy 100 ft. 
  Other Abilities amphibious
  ecoloGy
  Environment any swamp (Abyss)
  Organization solitary or gang (2–4)
  specIAl AbIlITIes
  Nausea (Ex) The noxious vapors and foul fluids that 
  constantly weep and seethe from a hezrou’s body are 
  particularly heinous to those the creature grapples. 
  Each round a creature is grappled by a hezrou, the 
  grappled foe must make a DC 18 Fortitude save to 
  avoid becoming nauseated. A creature nauseated in 
  this manner remains nauseated until he succeeds on 
  a DC 18 Fortitude save, or until a minute has passed 
  during which he is not grappled by the hezrou, 
  whichever condition comes first.
  Stench (Ex) All non-demons within 30 feet of the hezrou 
  must succeed on a DC 18 Fortitude save or be sickened 
  for 10 rounds. Creatures who successfully save cannot 
  be affected by the same hezrou’s stench ability for 
  24 hours. Creatures with immunity to poison are 
  unaffected, and creatures resistant to poison receive 
  their normal bonus on their saving throws.
  Summon Allies (Sp) Once per day, the hezrou can 
  attempt to summon another hezrou as a full action, 
  with a 35% chance of success. The summoned hezrou 
  remains for 1 hour or until it dies.
  Formed from the souls of those who used poisons or 
  drugs on themselves or those around 
  them, hezrous continue 
  this lifestyle as a demon. 
  They are vicious 
  and brutal beings 
  but prefer to poison 
  mortals around them 
  unseen and over 
  time rather than 
  engage in combat.
  deMon, hezrou
  cr 11
  XP 12,800
  coMBaTanT
  
  15
  CE Large outsider (chaotic, evil, demon, extraplanar)
  Init +5; Senses darkvision 60 ft., true seeing; Perception 
  +29
  Defense 
  Hp 340
  EAC 31; KAC 33
  Fort +21, Ref +19, Will +15
  DR 10/cold iron and good; Immunities electricity, poison; 
  Resistances acid 15, cold 15, fire 15; SR 28
  offense
  Speed 40 ft.
  Melee unholy anarchic cold iron ultrathin longsword +32 
  (6d12+28 S) or tail slap +32 (6d12+28 B plus grab)
  Ranged advanced autobeam rifle +29 (8d6+17 F)
  Multiattack 2 unholy anarchic cold iron ultrathin 
  longswords +26 (3d12+28 S each), 2 advanced 
  autobeam rifles +26 (3d12+17 F each)
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities close shot, crushing coils (6d12+28 B)
  Spell-Like Abilities (CL 16th)
   Constant—true seeing
   
  At will—flight IV, interplanetary teleport (self plus 50 
  lbs. of objects only)
  3/day—greater synaptic pulse (DC 21), mislead (DC 21), 
  telekinesis (DC 21)
  1/day—chain surge (DC 22), mass suggestion (DC 22), 
  summon allies (1 marilith 35%, 1 nalfeshnee at 40%, 
  or 1d4 hezrous at 50%; 1 hour)
  TAcTIcs
  Mariliths are vicious demons that actively seek combat, 
  though will never fight ‘fairly’. They will either attack with 
  allies, or lacking those, attempt to summon other demons. If 
  the marilith can catch an enemy unaware, it will use greater 
  synaptic pulse and then jump straight into combat, effortlessly 
  using both its rifles and swords to make full attacks (preferably 
  making all attacks against the same creature). Mariliths will flee 
  from combat when reduced to 30 Hit Points.
  sTATIsTIcs
  Str +11, Dex +5, Con +8, Int +4, Wis +4, Cha +5
  Skills Acrobatics +34, Bluff +29, Sense Motive +29
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
  Gear 2 advanced autobeam rifles, 2 unholy anarchic cold 
  iron ultrathin longswords
  ecoloGy
  Environment any (Abyss)
  Organization solitary, pair, or platoon (1 marilith, 1–3 
  glabrezus, and 3–14 babaus)
  specIAl AbIlITIes
  Close Shot (Ex) So long as it wields at least one of its 
  unholy anarchic cold iron ultrathin longswords, the 
  marilith does not provoke attacks of opportunity when 
  making a ranged attack.
  Crushing Coils (Ex) A creature grappled by the marilith 
  takes 6d12+28 bludgeoning damage at the start of 
  each of the marilith’s turns. Creatures that take damage 
  in this way must succeed on a DC 22 Fortitude save or 
  lose consciousness for 1d8 rounds.
  Summon Allies (Sp) Once per day, the marilith can 
  attempt to summon either another marilith as a full 
  action with a 35% chance of success, a nalfeshnee with 
  a 40% chance of success, or 1d4 hezrous with 
  a 50% chance of success. The summoned 
  demons remain 
  for 1 hour or until 
  they die.
  Mariliths show a 
  unique skill in leading 
  armies of demons against 
  other planes, whether 
  it be Hell, Heaven, or 
  even the Material 
  Plane. They are 
  tacticians first 
  and foremost and 
  will often have 
  a platoon of loyal 
  demons between 
  themselves and any opposition.
  deMon, MariliTh
  cr 17
  XP 102,400
  coMBaTanT
  
  16
  CE Huge outsider (chaotic, evil, demon, extraplanar)
  Init +4; Senses darkvision 60 ft., true seeing; 
  Perception +25
  Aura demonic aura (DC 20)
  Defense 
  Hp 250
  EAC 28; KAC 30
  Fort +16, Ref +16, Will +15
  DR 10/good; Immunities electricity, poison; 
  Resistances acid 10, cold 10, fire 10; SR 25 
  offense
  Speed 30 ft., fly 40 ft. (average)
  Melee bite +28 (8d6+22 P)
  Multiattack bite +22 (4d8+22 P), 2 claws +22 (4d8+22 S 
  each)
  Space 15 ft.; Reach 15 ft.
  Offensive Abilities unholy nimbus
  Spell-Like Abilities (CL 12th)
  Constant—true seeing
  At will—bestow curse (DC 18), interplanetary teleport 
  (self plus 50 lbs. of objects only), slow (DC 18)
  3/day—confusion (DC 19), corrosive haze (DC 19), 
  enervation (DC 19)
  1/day—greater dispel magic, mislead (DC 20), summon 
  allies (1 nalfeshnee 35%, 1d4 hezrous 35%, or 1d4 
  vrocks 40%; 1 hour)
  TAcTIcs
  The typical nalfeshnee prefers to attack enemies in groups, 
  using its demonic aura ability to bolster nearby demons. Once 
  other demons have engaged their enemies, the nalfeshnee 
  uses its spells to harass them further. If forced into combat 
  alone, it only flees when brought to 20 Hit Points or less.
  sTATIsTIcs
  Str +8, Dex +4, Con +6, Int +4, Wis +3, Cha +3
  Skills Bluff +25, Mysticism +30, Sense Motive +25
  Languages Abyssal, Celestial, Draconic; telepathy 
  100 ft.
  ecoloGy
  Environment any (Abyss)
  Organization solitary or warband (1 nalfeshnee, 1 
  hezrou, and 2–5 vrocks)
  specIAl AbIlITIes
  Demonic Aura (Su) All demons within this aura gain a +2 
  enhancement bonus to AC and saving throws and SR 
  25 against spells cast by non-demons. Furthermore, if 
  a non-demon attacks a warded demon, the attacker 
  must succeed a DC 20 Fortitude save or take 1d6 
  points of Strength damage.
  Summon Allies (Sp) Once per day, the nalfeshnee can 
  attempt to summon either another nalfeshnee as a 
  full action with a 35% chance of success, 1d4 hezrous 
  with a 35% chance of success, or 1d4 vrocks with a 40% 
  chance of success. The summoned demons remain for 
  1 hour or until they die.
  Unholy Nimbus (Su) Three times per day as a swift action, 
  a nalfeshnee can create a nimbus of unholy light, 
  causing nauseating beams of writhing color to play 
  around its body. One round later, the light bursts in a 60-
  foot radius. Any non-demon creature caught within this 
  area must succeed on a DC 20 Will save or be dazed for 
  1d10 rounds as visions of madness hound it.
  Nalfeshnees often work towards mysterious and 
  unexplainable goals, even when compared to other 
  demons. Claiming to serve the Abyss before all else, they 
  show great skill in making demons around them more 
  powerful during battle and will ruthlessly destroy any 
  opposition to their unfathomable plans.
  deMon, nalFeshnee
  cr 14
  XP 38,400
  coMBaTanT
  
  17
  CE Medium outsider (chaotic, evil, demon, extraplanar)
  Init +4; Senses darkvision 60 ft.; Perception +14
  Defense 
  Hp 90
  EAC 18; KAC 19
  Fort +6, Ref +8, Will +10
  DR 10/cold iron or good; Immunities electricity, fire, 
  poison; Resistances acid 10, cold 10; SR 18
  offense
  Speed 30 ft., fly 50 ft. (average)
  Melee claw +12 (1d8+9 S)
  Ranged flaming advanced shirren-eye rifle +14 (2d10+7 F & P)
  Offensive Abilities energy drain, profane gift
  Spell-Like Abilities (CL 12th)
  Constant—true seeing, tongues
  At will—charm person (DC 18), ethereal jaunt (self plus 
  50 lbs. of objects only), mind thrust I (DC 18)
  6/day—daze monster (DC 19), fear II (DC 19), mystic cure 
  II, hold person (DC 19)
  3/day—ray of exhaustion (DC 20), suggestion (DC 20)
  1/day—summon allies (1 babau 35%; 1 hour)
  TAcTIcs
  Succubi will attempt to avoid physical combat, using trickery 
  and guile in order to gain the trust of mortals all while thinking 
  of ways to utilize its energy drain to deadly effect. If alone and 
  faced with a group of mortals, succubi will attempt to persuade 
  them to follow her into an ambush with other demons. Failing 
  this, a succubi will attempt to escape using ethereal jaunt. 
  Though she will not fight alone, she will use her rifle and spells 
  to attack enemies who are already engaged in combat.
  sTATIsTIcs
  Str +2, Dex +4, Con +2, Int +2, Wis +3, Cha +5
  Skills Acrobatics +14, Bluff +19, Diplomacy +19, Disguise 
  +14 (+24 with change shape)
  Languages Abyssal, Celestial, Common, Draconic; 
  tongues, telepathy 100 ft.
  Other Abilities change shape (humanoid)
  Gear flaming advanced shirren-eye rifle
  ecoloGy
  Environment any
  Organization solitary, pair, or harem (3–12)
  specIAl AbIlITIes
  Energy Drain (Su) A succubus drains energy from a 
  mortal she lures into an act of passion, such as a 
  kiss. An unwilling victim must be grappled before 
  the succubus can use this ability. The succubus’s 
  kiss bestows one negative level. The kiss also has 
  the effect of a suggestion spell, asking the victim to 
  accept another act of passion from the succubus. The 
  victim must succeed on a DC 17 Will save to negate 
  the suggestion. The DC is 17 for the Fortitude save to 
  remove a negative level. 
  Profane Gift (Su) Once per day as a full-round action, a 
  succubus may grant a profane gift to a willing humanoid 
  creature by touching it for 1 full round. The target gains 
  a +2 profane bonus to an ability score of his choice. A 
  single creature may have no more than one profane gift 
  from a succubus at a time. As long as the profane gift 
  persists, the succubus can communicate telepathically 
  with the target across any distance (and may use her 
  suggestion spell-like ability through it). A profane gift 
  is removed by break enchantments. The succubus can 
  remove it as well as a swift action (causing 2d6 Charisma 
  drain to the victim, no save).
  Summon Allies (Sp) 
  Once per day, 
  the succubus 
  can attempt to 
  summon a babau as 
  a full action, with a 35% 
  chance of success. The 
  summoned babau remains 
  for 1 hour or until it dies.
  Not particularly concerned with 
  others of their own kind, succubi 
  are willing to ally themselves with 
  anything and anyone that could 
  gain them more power, be they 
  demon, devil, or mortal. That said, they 
  will never pass up the opportunity 
  to drain those foolish enough 
  to be swayed by their 
  temptations.
  deMon, succuBus
  cr 7
  XP 3,200
  sPellcasTer
  
  18
  CE Large outsider (chaotic, evil, demon, extraplanar)
  Init +4; Senses darkvision 60 ft.; Perception +17
  Defense 
  Hp 145
  EAC 22; KAC 24
  Fort +13, Ref +11, Will +8
  DR 10/good; Immunities electricity, poison; Resistances 
  acid 10, cold 10, fire 10; SR 20 
  offense
  Speed 30 ft., fly 50 ft. (average)
  Melee bite +22 (2d10+15 P)
  Ranged LFD screamer +19 (2d10+9 So)
  Multiattack 2 claws +16 (2d6+15 S each), bite +16 
  (2d6+15 P)
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities dance of ruin, spores, stunning screech
  Spell-Like Abilities (CL 12th)
   
  At will—interplanetary teleport (self plus 50 lbs. of 
  objects only), jolting surge (DC 18)
  3/day—invisibility, mirror image
  1/day—summon allies (1 vrock 35%; 1 hour)
  TAcTIcs
  Vrocks are vicious beings that don’t know fear and crave 
  the flesh of mortals. As such, they generally attack on sight 
  (after casting mirror image), eschewing tactics for a more 
  straightforward assault. When possible, they try and catch as 
  many enemies as possible with their stunning screech ability. 
  Vrocks will attack the weakest looking enemies first, usually 
  trying to attack obvious spellcasters. They will not flee from 
  combat, no matter the foe.
  sTATIsTIcs
  Str +6, Dex +4, Con +3, Int +2, Wis +3, Cha +3
  Skills Acrobatics +17, Intimidate +17, Survival +22
  Languages Abyssal, Celestial, Common; telepathy 100 ft.
  Gear LFD screamer
  ecoloGy
  Environment any (Abyss)
  Organization solitary, pair, or gang (3–10)
  specIAl AbIlITIes
  Dance of Ruin (Su) A vrock can dance and chant as a full 
  action—at the end of 3 rounds, a crackling wave of 
  energy explodes from the vrock, dealing 5d6 points 
  of electricity damage to all creatures within 100 feet. 
  A DC 15 Reflex save halves this damage. For each 
  additional vrock that joins in the dance, the damage 
  increases by 5d6 and the DC to avoid the effect 
  increases by +1, to a maximum of 20d6 when four or 
  more vrocks are dancing (the DC continues to increase 
  with additional vrocks, but the damage does not). The 
  dance immediately ends and must be started anew 
  if any of the participating vrocks is slain, stunned, or 
  otherwise prevented from dancing.
  Spores (Ex) A vrock can release a cloud of spores from its 
  body once every 3 rounds as a swift action. Adjacent 
  creatures take 2d6 points of damage from the spores, 
  plus 1d6 points of damage per round for 10 rounds 
  as the spores grow into thick green vines. Although 
  ugly, the vines are harmless and wither away in 1d4 
  days if not shaved off before then. The spores can be 
  destroyed by casting lesser remove condition or remove 
  affliction on the affected creatures. This attack can also 
  be halted by effects that remove or provide immunity 
  to disease.
  Stunning Screech (Su) Once per hour, a vrock can emit 
  a shrill screech. All creatures except demons within 
  a 30-foot-radius spread must succeed on a DC 19 
  Fortitude save or be stunned for 1 round.
  Summon Allies (Sp) Once per day, the vrock can attempt 
  to summon another vrock as a full action, with a 
  35% chance of success. The 
  summoned vrock remains 
  for 1 hour or until it dies.
  Vrocks are scavengers 
  amongst demonkind and 
  will often wait for their pray 
  to be weakened or distracted 
  before jumping into battle 
  themselves, staying at a 
  distance with their LFD 
  screamers until they 
  are sure the battle is 
  won. Due to their love 
  of violence, vrocks can 
  often be taunted into 
  dropping their weapons 
  and jumping right into 
  melee combat.
  deMon, Vrock
  cr 9
  XP 6,400
  coMBaTanT
  
  19
  LE Medium outsider (devil, evil, extraplanar, lawful)
  Init +5; Senses darkvision 60 ft., see in darkness; 
  Perception +20
  Defense 
  Hp 180
  EAC 24; KAC 26
  Fort +13, Ref +13, Will +12
  Defensive Abilities barbed defense; DR 10/good;
  Immunities fire, poison; Resistances acid 10, cold 10; SR 22
  offense
  Speed 30 ft.
  Melee claw +24 (4d6+19 S plus grab)
  Offensive Abilities fear, impale (4d6+19)
  Spell-Like Abilities (CL 12th)
  At will—hold person (DC 16), interplanetary teleport (self 
  plus 50 lbs. of objects only), overheat (DC 16)
  3/day—arcing surge (DC 17), dispel magic (DC17), 
  explosive blast (DC 17), haste
  1/day—summon allies (1 barbed devil 35%; 1 hour)
  TAcTIcs
  Whether alone or in a group, barbed devils will never 
  back down from a fight. They will use their spells to harass 
  opponents who attack from a distance, but they prefer to cast 
  haste and jump straight into melee combat. Barbed devils are 
  fairly cautious and will flee if brought to 15 Hit Points.
  sTATIsTIcs
  Str +8, Dex +5, Con +3, Int +1, Wis +2, Cha +3
  Skills Acrobatics +20, Intimidate +20, Sense Motive +25
  Languages Celestial, Common, Draconic, Infernal; 
  telepathy 100 ft.
  ecoloGy
  Environment any (Hell)
  Organization solitary, pair, team (3–5), or squad (6–11)
  specIAl AbIlITIes
  Barbed Defense (Su) A creature that strikes a hamatula 
  with a melee weapon, an unarmed strike, or a natural 
  weapon takes 2d6+19 points of piercing damage from 
  the devil’s barbs. Melee weapons with reach do not 
  endanger a user in this way. 
  Fear (Su) A barbed devil’s fear attack affects any creature 
  it damages with its claws. A DC 18 Will save resists this 
  effect, otherwise the victim becomes frightened for 
  1d4 rounds. This is a mind-affecting fear effect. 
  Impale (Ex) A barbed devil deals 5d6+19 points of 
  piercing damage to a grabbed opponent with a 
  successful grapple.
  Summon Allies (Sp) Once per day, the barbed devil can 
  attempt to summon another barbed devil as a full 
  action, with a 35% chance of success. The summoned 
  devil remains for 1 hour or until it dies.
  Barbed devils serve as jailers in Hell, keeping watch 
  over the souls of the damned and relishing in every 
  aspect of their job. When a mortal is brave enough or 
  foolish enough to try and escape from a devil’s grasps, it 
  is often these fiends 
  that are the first to 
  start the hunt.
  deVil, BarBed (haMaTula)
  cr 11
  XP 12,800
  coMBaTanT
  
  20
  LE Medium outsider (devil, evil, extraplanar, lawful)
  Init +2; Senses darkvision 60 ft., see in darkness; 
  Perception +11
  Defense 
  Hp 70
  EAC 17; KAC 19
  Fort +9, Ref +7, Will +4
  DR 5/good or silver; Immunities fire, poison; Resistances 
  acid 10, cold 10; SR 16
  offense
  Speed 40 ft.
  Melee carbon steel curve blade +15 (1d10+10 S plus 
  infernal wound) or claw +15 (1d6+10 S)
  Spell-Like Abilities (CL 12th)
   At will—interplanetary teleport (self plus 50 lbs. of 
  objects only)
  3/day—hold portal, overheat (DC 12), supercharge weapon
  1/day—summon allies (1 bearded devil 35%; 1 hour)
  TAcTIcs
  Before combat, bearded devils will cast supercharge weapon 
  on their carbon steel curve blade and jump into melee. 
  They often underestimate their foes and so will attack the 
  strongest looking opponents before they turn their attention 
  to spellcasters. When alone, they will flee if brought to 7 Hit 
  Points, but they will refuse to surrender if they are being 
  watched by other devils.
  sTATIsTIcs
  Str +5, Dex +2, Con +3, Int –2, Wis +1, Cha +0
  Skills Athletics +16, Intimidate +11, Stealth +11
  Languages Celestial, Common, Draconic, Infernal; 
  telepathy 100 ft.
  Gear carbon steel curve blade
  ecoloGy
  Environment any (Hell)
  Organization solitary, pair, squad (3–10), or troop (10–40)
  specIAl AbIlITIes
  Beard (Ex) If a bearded devil hits a single opponent with 
  both claw attacks during a full attack, it also lashes at 
  the same target with its spiky, filthy beard. The victim 
  takes 1d6+5 points of damage and must succeed on a 
  DC 15 Fortitude save or contract devil chills. Devil Chills: 
  Disease—injury; save Fort DC 15; onset 1d4 days; track 
  physical; frequency 1/day; cure 3 consecutive saves. 
  Infernal Wound (Su) The damage a bearded devil deals 
  with its carbon steel curve blade inflicts persistent 
  wounds that cause 2 points of bleed damage. Bleed 
  caused from an infernal wound is particularly difficult 
  to stanch—a DC 15 Medicine check stops the damage, 
  and any attempt to heal a creature suffering from an 
  infernal wound must succeed on a DC 15 caster level 
  check or the spell does not function. Success indicates 
  the healing works normally and stops all bleed effects 
  on the victim. The infernal wounds caused by a 
  bearded devil are a supernatural ability of the devil, 
  not of the weapon.
  Summon Allies (Sp) Once per day, the barbed devil can 
  attempt to summon another barbed devil as a full 
  action, with a 35% chance of success. The summoned 
  devil remains for 1 hour or until it dies.
  Bearded devils are elite warriors that serve in Hell’s 
  legions and are almost rarely left to their own devices. 
  These devils serve as the 
  rank and file soldiers for the 
  armies commanded by 
  greater fiends such 
  as horned devils and 
  serve proudly in 
  their duties.
  deVil, Bearded (BarBazu)
  cr 5
  XP 1,600
  coMBaTanT
  
  21
  LE Large outsider (devil, evil, extraplanar, lawful)
  Init +4; Senses darkvision 60 ft., see in darkness; 
  Perception +17
  Aura fear aura (5 ft., DC 16, 1d6 rounds)
  Defense 
  Hp 145
  EAC 22; KAC 24
  Fort +13, Ref +11, Will +8
  DR 10/good; Immunities fire, poison; Resistances acid 
  10, cold 10; SR 20
  offense
  Speed 40 ft., fly 60 ft. (average)
  Melee sting +22 (2d10+15 P plus poison)
  Multiattack bite +16 (1d10+15 P), 2 claws +16 (1d10+15 
  S each), sting +16 (1d10+15 P plus poison)
  Space 10 ft.; Reach 10 ft. 
  Spell-Like Abilities (CL 12th)
  At will—interplanetary teleport (self plus 50 lbs. of 
  objects only), invisibility
  3/day—flight II, fog cloud, mirror image
  1/day—summon allies (1 bone devil 35%; 1 hour)
  TAcTIcs
  Bone devils will cast mirror image and invisibility before 
  combat begins, charging into melee combat soon after. Bone 
  devils tend to use hit-and-run tactics, often attacking simply 
  to poison their foes, before quickly turning invisible again and 
  waiting for the next opportunity to make an attack. When 
  they want to cause confusion, a bone devil will cast fog cloud 
  centered on as many enemies as possible before returning to 
  combat. Bone devils do not flee from combat, but if it becomes 
  clear that they are likely to die, all bone devils that are still 
  alive single out a single opponent that they will all attack in an 
  attempt to kill them as well.
  sTATIsTIcs
  Str +6, Dex +4, Con +3, Int +3, Wis +2, Cha +3
  Skills Acrobatics +22, Bluff +17, Mysticism +17
  Languages Celestial, Common, Draconic, Infernal; 
  telepathy 100 ft.
  Other Abilities swift invisibility
  ecoloGy
  Environment any (Hell)
  Organization solitary, pair, or inquisition (3–10)
  specIAl AbIlITIes
  Fear Aura (Su) Any non-devils that come within 5 feet 
  of the bone demon must succeed a DC 16 Will save or 
  become frightened for 1d6 rounds.
  Poison (Ex) Sting—injury; save Fort DC 16; track Strength; 
  frequency 1/round for 6 rounds; cure 2 consecutive saves.
  Summon Allies (Sp) Once per day, the bone devil can 
  attempt to summon another bone devil as a full action, 
  with a 35% chance of success. The summoned devil 
  remains for 1 hour or until it dies.
  Swift Invisibility (Sp) Three times per day, a bone devil 
  can cast invisibility as a swift action instead of a 
  standard action.
  Torturers 
  and inquisitors, 
  these devils 
  sadistically 
  perform their 
  duties with 
  absolute glee. They 
  are perhaps the most 
  loyal to their masters 
  compared to any 
  other devil because 
  reporting disobedience 
  means they get a chance 
  to practice their talents on 
  more than just mortal flesh.
  deVil, Bone (osyluTh)
  cr 9
  XP 6,400
  coMBaTanT
  
  22
  LE Large outsider (devil, evil, extraplanar, lawful)
  Init +7; Senses darkvision 60 ft., see in darkness; 
  Perception +28
  Defense 
  Hp 300
  EAC 30; KAC 32
  Fort +20, Ref +18, Will +14
  DR 10/good and silver; Immunities fire, poison; 
  Resistances acid 10, cold 10; SR 27
  offense
  Speed 30 ft., fly 50 ft. (average)
  Melee white star plasma doshko +31 (5d10+26 E & F) or 
  tail +31 (6d10+26 S plus infernal wound)
  Multiattack 2 white star plasma doshkos +25 (5d10+26 
  E & F each), bite +25 (3d10+26 P), tail +25 (3d10+26 S 
  plus infernal wound)
  Space 10 ft.; Reach 10 ft.
  Spell-Like Abilities (CL 16th)
  At will—holographic image IV (DC 20), interplanetary 
  teleport (self plus 50 lbs. of objects only), wall of fire 
  (DC 20)
  3/day—crush skull (DC 21), greater dispel magic, heat 
  leech (DC 21), waves of fatigue (DC 21)
  1/day—summon allies (3 barbed devils 35%; 1 hour)
  TAcTIcs
  Before any combat, a horned devil will attempt to summon 
  allies. They will do their best to keep at a distance, harassing 
  their foes with spells before charging in to attack with their 
  doshkos. As horned devils are proud warriors, they will never 
  flee from a combat unless ordered to by a greater devil.
  sTATIsTIcs
  Str +10, Dex +7, Con +5, Int +2, Wis +5, Cha +5
  Skills Bluff +33, Intimidate +28, Mysticism +28, Stealth +33
  Languages Celestial, Common, Draconic, Infernal; 
  telepathy 100 ft.
  Gear white star plasma doshko
  ecoloGy
  Environment any (Hell)
  Organization solitary, pair, or wing (3–10)
  specIAl AbIlITIes
  Infernal Wound (Su) The damage a horned devil deals 
  with its tail causes persistent wounds that deal 2d6 
  points of bleed damage. Bleeding caused in this 
  way is difficult to staunch—a DC 22 Medicine check 
  stops the damage, and any attempt to heal a creature 
  suffering from an infernal wound must succeed on a 
  DC 22 caster level check or the spell does not function. 
  Success indicates the healing works normally and 
  stops all bleed effects. 
  Stun (Su) Whenever a horned devil hits with a plasma 
  doshko, the opponent must succeed on a DC 22 
  Fortitude save or be stunned for 1d4 rounds. This 
  ability is a function of the horned devil, not of the 
  plasma doshko.
  Summon Allies (Sp) Once per day, the horned devil can 
  attempt to summon 3 barbed devils as a full action, 
  with a 35% chance of success. The summoned barbed 
  devils remains for 1 hour or until they die.
  Horned devils serve as commanders in the legions of 
  Hell and rule with absolute efficiency. They often serve 
  directly to an archdevil and due to their talents on the 
  battlefield and their steely 
  discipline they may often 
  find themselves as advisors 
  for their superiors. Left to 
  their own devices, horned 
  devils will quickly 
  raise an army of 
  fiends and fight 
  Hell’s enemies 
  wherever they 
  may be.
  deVil, horned (cornugon)
  cr 16 XP 76,800
  coMBaTanT
  
  23
  The two ships listed below are most often utilized 
  by the forces of Hell and the Abyss when fighting off 
  good-aligned outsiders such as angels, but can also 
  be found in space within the Material Plane. It should 
  be noted that though both the Abyssal Dreadrazor 
  and the Hellish Soulreaver are normally outfitted with 
  hyperspace engines, the ships encountered within the 
  Fiendish Wastes are do not have one, but are otherwise 
  fully functional.
  aByssal dreadrazor
  Tier 10
  Huge cruiser
  Speed 8; Maneuverability average (turn 2); Hyperspace 1
  AC 22; TL 22
  HP 230; DT 5; CT 46
  Shields medium 200 (forward 60, port 40, starboard 40, 
  aft 60)
  Attack (Forward) mass driver (2d6x10)
  Attack (Port) chain cannon (6d4)
  Attack (Starboard) chain cannon (6d4)
  Attack (Turret) heavy torpedo launcher (5d8)
  Power Core Nova Ultra (300 PCU); Hyperspace Engine 
  Signal Basic; Systems basic long-range sensors, 
  crew quarters (good), mk 4 armor, mk 4 defenses, 
  mk 3 duonode computer; Expansion Bays arcane 
  laboratory, cargo holds (3), life boats, shuttle bay
  Modifiers +3 any two checks per round, +2 Computers; 
  Complement 60
  crew
  Captain Bluff +18 (10 ranks), Computers +20 (10 ranks), 
  Diplomacy +18 (10 ranks), Engineering +18 (10 ranks), 
  gunnery +20, Intimidate +20 (10 ranks)
  Engineer (1 officer, 20 crew) Engineering +20 (10 ranks)
  Gunners (3 officers, 10 crew each) gunnery +24
  Pilot (1 officer, 3 crew) Piloting +20 (10 ranks)
  Science Officer Computers +22 (10 ranks)
  Abyssal Dreadrazors are as strange and horrifying as 
  the plane they come from, the design of each being 
  unique and often left up to the mad whims of the 
  demons who created them, with only a few features 
  — such as a gaping maw at the front of the ship which 
  functions as a mass driver — that are actually consistent. 
  These ships are used to wage war against both the 
  Material Plane and Heaven, with the cargo holds being 
  used to transport prisoners as if they were cattle and 
  an arcane laboratory to “experiment” on those unlucky 
  enough to find themselves as captives of the crew.
   
  Á new sHips
  
  24
  hellish soulreaVer
  Tier 6
  Large destroyer
  Speed 8; Maneuverability average (turn 2); Hyperspace 1
  AC 19; TL 19
  HP 170; DT —; CT 34
  Shields light 60 (forward 10, port 20, starboard 20, aft 10)
  Attack (Forward) light particle beam (3d6)
  Attack (Port) coilgun (4d4)
  Attack (Forward) coilgun (4d4)
  Attack (Forward) heavy laser cannon (4d8)
  Power Core Arcus Maximum (200 PCU); Hyperspace 
  Engine Signal Basic; Systems basic long-range sensors, 
  crew quarters (common), mk 4 armor, mk 4 defenses, 
  mk 1 trinode computer; Expansion Bays cargo bay, 
  escape pods (3)
  Modifiers +1 any three checks per round, +2 Computers; 
  Complement 13
  crew
  Captain Bluff +15 (6 ranks), Computers +15 (6 ranks), 
  Diplomacy +15 (6 ranks), Engineering +15 (6 ranks), 
  gunnery +15, Intimidate +15 (6 ranks), Piloting +15 (6 
  ranks)
  Engineer (1 officer, 3 crew) Engineering +18 (6 ranks)
  Gunners (2 officers, 2 crew each) gunnery +13
  Pilot Piloting +13 (6 ranks)
  Science Officer Computers +15 (6 ranks)
  Hellish Soulreavers are most often used by devils in the 
  Material Plane. These ships and their crew are contracted 
  by mortals desperate enough to consort with Hell; as such 
  they are sometimes used as mercenary forces in strategic 
  attacks while other times they can be found protecting 
  civilian populations or high-value targets. The devils 
  who command these Soulreavers pride themselves in 
  their ruthless efficiency, meaning that the price for their 
  services tend to be quite costly indeed. One can only 
  shudder to think of how many mortal souls Hell requires 
  to contract a fleet of these ships.
  
  25
  The Fiendish Wastes provides great opportunities 
  for PCs of all levels to adventure. The alliance between 
  the demons and devils which call this place home is 
  extremely tenuous and oftentimes does not last. Of 
  course, quest givers themselves tend to be treacherous as 
  well! Below are a list of possible encounters that PCs can 
  be expected to face at particular levels as well as different 
  adventure hooks that can be used while in the Wastes.
  leVels 2–4
  At these levels, the PCs are still fairly weak when 
  compared to most demons or devils. As such, it is 
  important not overwhelm the PCs with sheer numbers 
  or even a single powerful fiend. Players at these levels 
  can be expected to deal with 1 dretch (CR 2), 2 dretches 
  (CR 4), 3 dretches with only half their normal Hit Points 
  (CR 4), or — for a particularly challenging encounter — 1 
  bearded devil (CR 5).
  adVenTure hook
  The PCs crash their ship right a bog, damaging the 
  hyperspace engine. The PCs must race against time to 
  fix their ship while fighting off waves of dretches. Just as 
  they are about to leave they are confronted by a bearded 
  devil who wants to leave along with them. It will try and 
  negotiate, but will attack the PCs if they refuse him.
  leVel 5–7
  At levels 5–7, PCs are much better equipped to deal 
  with the threat that fiends pose and so options as a 
  GM become more varied. Players at these levels can be 
  expected to face 1 bearded devil (CR 5), 1 babau (CR 6), 
  1 bearded devil at full health and 2 dretches at half their 
  normal Hit Points (CR 6), 1 succubus (CR 7), or even 3 
  bearded devils (CR 8). A good rule of thumb for these 
  levels is that a fiend that is wounded (with half of its Hit 
  Points) when the PCs encounter them will decrease their 
  normal CR by 1.
  adVenTure hook
  The PCs are captured by a group of bearded devils 
  and a succubus who they swear fealty to. The succubus 
  approaches the PCs alone and asks for them to “take 
  care” of the devils for her. She offers her profane gift to 
  the PC who can kill them most… assuming they take her 
  with them once they escape from the Wastes. 
  leVel 8–10
  At levels 8–10, the PCs are battle hardened and can face 
  fiends on a more frequent basis. Players at these levels 
  can be expected to face 2 babaus (CR 8), 3 bearded devils 
  (CR 8), 1 vrock (CR 9), 1 bone devil (CR 9), 1 bearded devil 
  and 2 babaus (CR 9), 3 succubi (CR 10), 1 bone devil and 
  2 bearded devils (CR 10), 1 barbed devil (CR 11), 1 hezrou 
  (CR 11), or 1 vrock and 2 succubi (CR 11).
  adVenTure hook
  The PCs are approached separately by a barbed devil 
  and a hezrou. They both want the PCs to kill the other 
  for them and promises to reward them with treasures 
  beyond their wildest dreams. After the PCs make their 
  decision and kill their target and whatever protection 
  they may have, they discover that the other has stolen 
  their hyperspace engine.
  leVel 11–13
  At levels 11–13, the PCs will start facing higher caliber 
  fiends that are capable of much more cunning and 
  destruction than they have seen before as well as packs 
  of lesser foes. Players at these levels can be expected to 
  face 1 barbed devil (CR 11), 1 hezrou (CR 11), 6 babaus 
  (CR 12), 2 succubi and 2 vrocks (CR 12), 3 bone devils (CR 
  12), 1 glabrezu (CR 13), 2 bone devils and 2 vrocks (CR 
  13), or 1 nalfeshnee (CR 14).
   
  Á Making adventures
  
  26
  adVenTure hook
  A glabrezu approaches the PCs in the guise of an 
  angel who was stranded in the Fiendish Wastes, claiming 
  the other angels were killed. He begs the PCs to help him 
  take revenge and kill the devils responsible. If the PCs 
  agree and help him and succeed in their quest, he offers 
  them a wish as a reward…
  leVels 14–16
  At levels 14–16, PCs are ready to battle the upper 
  echelon of fiends including horned devils and 
  mariliths. Players at these levels can be expected to 
  face 1 nalfeshnee (CR 14), 2 hezrous and 2 bone devils 
  (CR 14), 1 glabrezu and 1 barbed devil (CR 14), 1 
  nalfeshnee and 2 vrocks (CR 15), 4 vrocks and 4 bone 
  devils (CR 15), 1 horned devil (CR 16), 3 glabrezus (CR 
  16), or 1 marilith (CR 17).
  adVenTure hook
  The PCs encounter a horned devil who offers them a 
  deal. If they can slay the marilith who spurned him as 
  a lover and return with her head, that he will provide 
  them with treasures beyond imagination. When the PCs 
  return, they find him rummaging through their ship with 
  a makeshift crew of both demons and devils.
  leVels 17–20
  At levels 17–20, the PCs are able to take on all 
  previously mentioned threats as well as the infamous 
  balor. PCs can also be expected to combat the 
  environment itself for a greater challenge, such as 
  wandering through an active volcano. Players at these 
  levels can be expected to face 1 marilith (CR 17), 2 
  horned devils (CR 17), 2 nalfeshnees, 3 hezrous, and 6 
  vrocks (CR 18), 1 horned devil, 2 glabrezus, and 2 barbed 
  devils (CR 18), 2 mariliths (CR 19), 1 marilith, 1 horned 
  devil, and 1 glabrezu (CR 19), or 1 balor (CR 20).
  adVenTure hook
  The sole balor who lives in the Fiendish Wastes has 
  isolated himself from the rest of Wastes’ inhabitants 
  and went to live in the volcano at the center of the 
  island. The PCs are approached by a group of devils and 
  demons who are worried that the balor has found a way 
  to open a permanent portal that connects the Wastes, 
  the Material Plane, the Abyss, and Hell. Though both 
  groups are not too worried about the Material Plane, 
  neither are too happy with the idea of Hell and the Abyss 
  being connected.
  
  27
  OPEN GAME LICENSE Version 1.0a
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
  Starfinder Roleplaying Game Core Rulebook. © 2017, Paizo Inc.; Authors: 
  Alexander Augunas, Logan Bonner, Jason Bulmahn, Thurston Hillman, Amanda 
  Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, 
  Amber E. Scott, Mark Seifter, Owen K.C. Stephens, and James L. Sutter, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and 
  Skip Williams.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo 
  Publishing, LLC; Author: Paizo Publishing, LLC.
  Close Encounters: Hyperspace Fiends. © 2017, Fat Goblin Games; Author: 
  Michael Ritter
  
  28
  PiraTes: PorTs and creWs
  Start Your Space adventureS 
  right with Fat goblin gameS!
  cosMic odyssey: PiraTes oF 
  The sTarsTreaM
  Cosmic Odyssey is a line of Starfinder Roleplaying Game compatible 
  products designed to give you, as both a player and as a gamemaster, 
  all the tools you need to fully explore a classic motif of science fiction 
  with new character options, equipment and vessels, as well as a 
  location and NPCs. Designed to be dropped into your existing game, or 
  to serve as a starting point for your adventures, each Cosmic Odyssey 
  is ready-made for action. In Pirates of the Starstream we bring you to 
  8-Pieces Port, a safe haven to criminals that caters to the corsairs and 
  buccaneers of the spaceways. Included in this book are new themes 
  such as the brute and rogue, new drone options for mechanics, a new 
  spell, new equipment for boarding and ramming, new sample starships 
  like the gunboat, and several NPCs for you to drop into your campaign.
  cosMic odyssey: serVice BoTs 
  and synTheTic coMPanions
  Cosmic Odyssey is a line of Starfinder Roleplaying Game compatible 
  products designed to give you, as both a player and as a gamemaster, 
  all the tools you need to fully explore a classic motif of science fiction 
  with new character options, equipment, and vessels, as well as a 
  location and NPCs. Designed to be dropped into your existing game, or 
  to serve as a starting point for your adventures, each Cosmic Odyssey 
  is ready-made for action. In Service Bots & Synthetic Companions, 
  we bring you all the rules you need for building your very own robot 
  pal as well as several pre-made Service Bots, or SBs. These synthetic 
  companions exist in a space outside the fully-autonomous android race 
  and the advanced machine companions of the mechanic class’s drones. 
  Instead, our SBs are robotic companions for everyone (that can afford 
  them). And, rather than just generic rules, an entire corporate world of 
  competing manufacturers with different goals and ideals — as well as 
  of course designs — is presented to provide gamemasters with a rich 
  tapestry of backdrops and plot hooks, as well as to give players more 
  flavorful companions then just a string of letters and numbers for their 
  robotic buddies.
  aVailaBle noW!
  
  29
  The sTarMasTer’s caMPaign 
  Journal
  The Starmaster’s Campaign Journal is perfect for game designers, novelists, and especially 
  gamemasters. Build a solar system, design planets, explore the geography of a moon or space station 
  with this collection of forms, documents, and sheets created to cover all aspects of cosmic design.
  Use this journal to nicely print your notes and ideas in a clean compilation, or treat the journal as a 
  scrapbook and write in the margins, glue in pictures, etc. 
  Compatible with the Starfinder Roleplaying Game.
  This book includes forms for:
  - Campaign Basics
  - Star Systems
  - Planets
  - Space Stations
  - Important NPCs
  - Equipment
  - Spaceships
  - Religion & Magic
  - Afflictions
  - Encounters
  - and More!!
  
  30
  
SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/Fat Goblin Games/FGG - Close Encounters Hyperspace Fiends.pdf