TEXT: MONSTERS
  ARANEA
  NO. ENCOUNTERED: 1-6
  SIZE: Medium
  HD: 3(d8)
  MOVE: 50 ft., 25 ft. (climb)
  AC: 13
  ATTACKS: Bite (1d6)
  SPECIAL: Poison, Spells, Web, Change Shape, Darkvision 60 ft., 
  Twilightvision
  SAVES: M
  INT: High
  ALIGNMENT: Neutral
  TYPE: Magical Beast
  TREASURE: 3
  XP: 40+3
  An aranea is an intelligent, shapechanging spider with sorcerous powers. In its 
  natural form, an aranea resembles a big spider, with a humpbacked body a little 
  bigger than a human torso. It has fanged mandibles like a normal spider. Two 
  small arms, each about 2 feet long, lie below the mandibles. Each arm has a 
  hand with four many-jointed fingers and a double-jointed thumb. Most aranea 
  have none of the wicked ambitions attributed to them as a race, but those who 
  have made their presence known are anything but peaceful and given their 
  ability to blend in with the locals, they are a breed to be feared.
  COMBAT: Using its spider servants to engage and neutralize its foes, the 
  aranea hangs in the back, supporting its allies with its spells.
  POISON: Creatures bitten by an aranea are at risk of becoming poisoned. 
  Resolve the effects of poison as follows:
  Victim rolls a constitution saving throw. On a success, he takes 1d3 points of 
  damage. On a failure, he takes 1d6 points of damage and counts as ill (-1 on all 
  physical attribute checks, -1 to hit and damage) for 10 minutes.
  A victim that failed his initial save must roll another constitution saving throw 
  10 minutes after being bitten. A success indicates he’s overcome the poison and 
  is not at further risk. A failure indicates the victim takes an additional 1d6 
  points of damage and the illness worsens (-4 on all physical attribute checks, -4 
  to hit and damage).
  Each day thereafter, a victim must attempt a new constitution saving throw. 
  Failure indicates the victim loses 1 point of Constitution, takes 1d6 points of 
  damage, and retains the penalties. This continues until the victim dies, succeeds 
  on a constitution saving throw, or the poison runs its course (1d2 weeks).
  SPELLS: Aranea cast spells as 3rd-level illusionists.
  WEB: An aranea can produce webbing as a Medium web-spinning spider.
  ARCTODUS (BULLDOG BEAR)
  NO. ENCOUNTERED: 1
  SIZE: Large
  HD: 11 (d8)
  MOVE: 40 feet
  AC: 15
  ATTACK: Claw x2 (2d8) and Bite (3d6)
  SPECIAL: Improved Grab, Rage, Darkvision 30 ft, Scent, Twilight Vision, 
  Sprint
  SAVES: P
  INT: Animal
  ALIGNMENT: Lawful Evil
  TYPE: Animal
  TREASURE: -
  XP: 2,000+15
  Arctodus is a massive carnivore, walking on four legs, standing the average 
  height of a normal Human; however, when it rises up, and slashes with its 
  enormous claws, its height nearly doubles, and its reach extends the same 
  distance. The face of an Arctodus is squat, having a short muzzle and no 
  discernible forehead. Its eyes are widely spaced, and an enlarged nasal passage 
  provides the Arctodus with superior olfaction. Its vise-like jaw is filled with 
  sharpened canines and carnassials, enabling it to shred flesh with ease. Arctodus 
  is an ancient forebear to ursine creatures, and dwells in remote and desolate 
  tundra; they always hunt alone.
  COMBAT: An Arctodus engages in combat for food. Its powerful legs enable 
  it to move at incredible speeds, catching unwary and unsuspecting victims off-
  guard. Once a foe is met, an Arctodus maws and paws a victim to pulp, 
  devouring as quickly as it kills.
  326
  
   
  IMPROVED GRAB: If an Arctodus hits a victim with both of its claw attacks, 
  the victim must make a save vs. paralysis to avoid being drawn into its grip. 
  Once grabbed, the Arctodus automatically inflicts bite damage, but is free to 
  continue to attack other creatures with its paws. An Arctodus can use this ability 
  on one creature at a time.
  RAGE: When an Arctodus suffers enough damage to reduce its hit point total 
  to ¼ or less of its maximum, it enters a frenzied maul, lashing out with 
  destructive chaos. The Arctodus gains a +2 bonus on all attack, damage, and 
  saves. When an Arctodus is raging, it will not stop fighting until its hit points 
  are reduced to -20; at -20, the Arctodus is dead.
  DARKVISION 30 FT: An Arctodus has limited nocturnal vision, able to see 
  30 feet in total darkness. This ability, save for distance, is the same as the Dwarf 
  (q.v.) ability of the same name, as found in the Player’s Handbook.
  SCENT: An Arctodus can identify locations, items, and even people by making 
  a successful Wisdom check, gaining a +2 bonus when using its Tracking 
  ability. Scent functions to a range of 30 feet. Arctodus, being natural 
  bloodhounds, can “sniff out” singular scents, even when that odor is 
  overpowered by another. Winds, weather conditions, and other situations may 
  render this ability useless or reduce its potency; multiple strong odors will cause 
  confusion, for example. Other effects are at the CK's discretion.
  TWILIGHT VISION: Conditions of limited light do not hinder an Arctodus. 
  This ability is identical to that of the Elf (q.v.) ability of the same name as 
  detailed in the Player’s Handbook.
  SPRINT: Once per day, for 6 rounds, an Arctodus is able to double its 
  movement.
  ASHMAN
  NO. ENCOUNTERED: 3-18
  SIZE: Medium
  HD: 3 (d8)
  MOVE: 30 ft.
  AC: 13
  ATTACKS: +3 claws (1d8)
  SPECIAL: Light vulnerability
  SAVES: P
  INT: Inferior
  ALIGNMENT: Neutral
  TYPE: Extraplanar (demon)
  TREASURE: Nil
  XP: 20 + 3/hp
  Ashmen lurk in the ruins and deep underground. Sharp light repels them, but as 
  long as there are intruders, they skulk around and hope to find an opening or 
  call more of their kind. The body and limbs of Ashmen resemble burnt wooden 
  logs. They have no intelligence, society, or means of reproduction. They are 
  considered demons, and have been hunted near extinction.
  BLEMMYAE
  NO. ENCOUNTERED: 3-6
  SIZE: Medium
  HD: 3 (d8)
  MOVE: 30 ft., 20 ft. (climb)
  AC: 15
  ATTACKS: Weapon
  SPECIAL: Darkvision 60 ft., Poor Peripheral Vision, Scream of Rage
  SAVES: P
  INT: Average
  ALIGNMENT: Chaotic Neutral
  TYPE: Humanoid
  TREASURE: 2
  XP: 20+3
  Blemmyae are naked, club-wielding savages that live on remote islands. They 
  are strange and monstrous things, having no heads, with their faces in their 
  chests or backs. Physically, they resemble large muscular humans, standing 
  upwards of eight feet tall. They have large hands and feet with thick, sausage-
  like digits. Savage and violent, they set upon anyone who sets foot on their 
  islands, smashing in their skulls and then feasting on their remains.
  COMBAT: Blemmyae are savage and unpredictable, attacking their foes with 
  little regard for themselves. They charge into the thickest concentration of foes 
  and flail about with their greatclubs, using a 3-point Power Attack to deal 
  incredible damage. A blemmyae that takes 5 or more points of damage looses a 
  scream of rage to scatter its opponents. Blemmyae only fight to the death when 
  their young are threatened.
  POOR PERIPHERAL VISION: A blemmyae takes a -1 penalty to AC for 
  each attacker beyond the first it fights in melee combat.
  SCREAM OF RAGE: A blemmyae can loose a terrifying scream of rage. All 
  creatures within 30 feet must succeed on a wisdom saving throw or become 
  frightened, taking a -2 penalty on all rolls for 1d6 rounds.
  BLOOD HOUND
  NO. ENCOUNTERED: 1-4 
  SIZE: Medium 
  HD: 2 (d12) 
  MOVE: 40 ft. 
  AC: 15 
  ATTACKS: Tongue Lash (1d6), Claw (1d6) 
  SPECIAL: Trip, Blood Drain, Undead 
  SAVES: P 
  INT: Inferior 
  ALIGNMENT: Neutral Evil 
  TYPE: Undead 
  TREASURE: Nil 
  XP: 27+2 
  Created from a lithe human corpse, stripped of its skin so as to ease movement, 
  the entrails removed to reduce weight, a blood hound is no hound at all, but a 
  necromantic attack beast. The joints of the arms and legs are twisted and re-set, 
  permitting the blood hound to deftly crawl swift and low to the ground. The 
  tongue is set with a hollow tip of sharp bone, and reattached with its base inside 
  the mouth rather than down the throat, giving the blood hound a piercing tongue 
  attack that it can use in close quarters. This tongue is also used to drain a 
  victim's blood, replenishing the blood hound's necrotic flesh and permitting it to 
  retain its flexibility. 
  COMBAT: Blood hounds lash with their piercing tongue, and claw with 
  ragged, filthy, bone-like talons. They often attempt to wrap their tongue around 
  an opponent's leg and drag them down to the ground. 
  BLOOD DRAIN: Any tongue attack that inflicts the full 6 points of damage 
  attaches to the victim and begins to drain its blood, automatically causing 1d4 
  points of damage per round. Pulling out the tongue requires a strength saving 
  throw, which may be made each round. Alternatively, the tongue may be 
  severed by a slashing attack (AC 10, 6 damage to sever; this damage is not 
  subtracted from the blood hound's HPs, but does prevent it using its tongue 
  attack). For each point drained from a victim, a blood hound heals one hit point. 
  A fully healed blood hound is satiated when it drains a victim of 36 hit points. A 
  blood hound must use this ability every few weeks, or it will die. 
  TRIP: A blood hound can attempt to drag an opponent to the ground when it 
  makes a successful tongue lash. The opponent is allowed a save versus dexterity 
  to resist being pulled to the ground, automatically losing initiative the next 
  round.
  327
  
  MONSTERS
  BONE PILE
  NO. ENCOUNTERED: 1 
  SIZE: Large 
  HD: 5 (d12) 
  MOVE: 10 ft. 
  AC: 1 3 
  ATTACKS: Slash (2d6) 
  SPECIAL: Bone Mass, Undead 
  SAVES: P 
  INT: None 
  ALIGNMENT: Neutral 
  TYPE: Undead 
  TREASURE: 3 
  XP: 180+5 
  On rare occasions, when many animated skeletons are destroyed, the lingering 
  necromantic energies coalesce, drawing the shattered fragments of bone and 
  detritus towards them, creating an amorphous mass of broken bones and bone 
  splinters that lashes out at any living things moving nearby. Adventurers have 
  been surprised to find the shattered remnants of vanquished skeletons striking 
  back at them. 
  COMBAT: Bone piles seldom move from the area in which they animated, 
  only moving slowly towards living things nearby, striking out unthinkingly. 
  BONE MASS: Bone piles, being flexible, yielding collections of bone pieces, 
  only take half damage from all weapons.
  BRAIN GOBBLER
  NO. ENCOUNTERED: 1 or 2-4
  SIZE: Small or Medium
  HD: 4 (d6)
  MOVE: 20 feet, 5 feet (fly)
  AC: 12
  ATTACK: 4 Tentacles (1d4) and Beak (1d6)
  SPECIAL: Warble, Feed, Wish, Berserk, Spell Resistance 6
  SAVES: P
  INT: Animal
  ALIGNMENT: Neutral Evil
  TYPE: Beast
  TREASURE: Special (see below)
  XP: 450+4
  On the outside, a brain gobbler is nothing more than an ordinary wild turkey, 
  complete with comb and wattle, and the rotund spherical body that makes 
  carnivores salivate. They have the normal coloration of that breed, and behave 
  in all ways as such. However, underneath the fluff and feathers, a dark terror 
  awaits. Hidden within the brain gobbler’s anatomy, four muscled tongue-like 
  appendages coil, each with a reservoir full of highly digestive acids. Borne of 
  magical experiments, rumored to be farmed by an insidious and dark race of 
  brain-eating humanoids, a brain gobbler has limited, but potent, ability. It is said 
  the brain gobbler was unleashed on the fairer folk as vengeance, and that when 
  one feeds, their foul masters celebrate. Spellcasters of all types are fearful of 
  these creatures, with good reason, as they find they are often the primary dietary 
  resource.
  COMBAT: Brain gobblers are sneaky, preferring to remain in proximity to 
  ordinary turkeys, sliding into obscurity without notice. When they attack, they 
  do so lashing out with their tentacles, which remain hidden in a sac-like pouch 
  behind their wattle. Highly intelligent, and creatures possessed of magic, are 
  their preferred prey, but when desperate, any creature becomes food.
  WARBLE: Three times per day, a brain gobbler can emit a high pitch, trilling, 
  sound that reverberates and resonates at an inaudible frequency. However, any 
  creature with innate spellcasting, including gnomes and divine spellcasters, or 
  those with natural spell resistance, feel a shocking pulse pass through their 
  body. A constitution saving throw is made, with a failure resulting in death. 
  Creatures with learned magical abilities, and all arcane spellcasters, or those 
  possessing equipment which provides spell resistance or spellcasting ability, 
  also feel the pulse. These creatures are entitled to a save as well, but failure 
  causes immobilization for 1d6 hours. Any creature that does not possess 
  spellcasting ability, spell resistance, or simply carries enchanted gear, feels the 
  pulse but is not affected.
  FEED: A brain gobbler that successfully strikes with all four of its tentacles 
  immediately injects a corrosive and digestive acid into the victim’s skull, 
  reducing the brain to liquid, swallowing it. Such a victim is not capable of being 
  raised or resurrected without the prior casting of a regeneration spell. 
  Additionally, for each 3 Hit Dice, or levels, of the slain victim, the brain 
  gobbler heals 6 hit points, and temporarily gains one Hit Dice of its own. The 
  brain gobbler cannot use this ability more than four times per day.
  WISH: By breaking the bone beneath its wattle, a brain gobbler is able to 
  manifest a single magical effect similar to the wish spell. However, if the brain 
  gobbler uses this ability, it loses all attacks and movement, and is reduced to 
  one Hit Point. If a brain gobbler is slain with this bone intact (1% likely), it can 
  be used to provide a similar effect, treated as a Wishbone detailed below.
  BERSERK: If a brain gobbler is decapitated it does not immediately die. 
  Instead, its movement, except flying, is increased by 10 feet, and it gains the 
  abilities of an 8th level Barbarian. The brain gobbler loses its normal attacks, 
  gaining the following: 2 Claws (2d4). Hit Dice and Hit Points remain 
  unaffected, though the brain gobbler will drop dead if reduced to -25 hit points.
  SPELL RESISTANCE 6: In order for a brain gobbler to be affected by a spell 
  or spell effect, the originator of the attack or effect must roll an unmodified 6 or 
  higher on a d20.
  WISHBONE: Two characters are required to activate this item which appears 
  as an enlarged fowl vertebra. Each holds an end, and tugs, snapping the bone in 
  half. Whichever character holds the larger piece is granted the effects of a wish 
  spell. To determine which character holds the larger piece, both roll an 
  unmodified strength check, and the one that succeeds by the most is the winner; 
  in the case of a tie, neither gains anything and the bone is broken, the magic 
  lost. One caveat exists for the wish to be effective— the winner must not 
  verbally make the wish, nor can it ever be divulged, or the effects of the wish 
  are reversed and amplified at the Castle Keeper’s discretion.
  BRASS MONKEY
  NO. ENCOUNTERED: 1
  SIZE: Medium
  HD: 1 (d10)
  MOVE: 40 ft., 20 ft. (climb)
  AC: 15
  ATTACKS: Bite (1d6)
  SPECIAL: Deactivate
  SAVES: P
  INT: None
  ALIGNMENT: Neutral
  TYPE: Construct
  TREASURE: 1/2
  XP: 5+1
  COMBAT: A brass monkey attacks only if commanded to do so and never 
  initiates combat on its own. A mindless servant, the brass monkey fights in the 
  most direct manner as possible, following its commands even to its own 
  detriment.
  DEACTIVATE: Speaking a command word causes the brass monkey to 
  deactivate and become inert as a statue. While in this state, it cannot attack or 
  take actions, even to defend itself. Speaking the command again reactivates the 
  construct. Whoever speaks the command word to activate the brass monkey 
  functions as the construct’s master for as long as the monkey remains activated. 
  Other characters that speak the command word cannot affect the brass monkey 
  until such time as its master is slain, at which point command passes to the next 
  person that speaks the word. 
  328
  
   
  BURNLING
  NO. ENCOUNTERED: 2-6
  SIZE: Small
  HD: 3 (d8)
  MOVE: 20 ft. (fly)
  AC: 18
  ATTACKS: Touch (1d6 fire)
  SPECIAL: Blindsight 60 ft., Darkvision 60 ft., Fiery Leap, Gaseous Form, 
  Ignite, Immune to Electricity and Fire
  SAVES: P
  INT: Animal
  ALIGNMENT: Chaotic Evil
  TYPE: Elemental
  TREASURE: Nil
  XP: 30+3
  Burnlings are wispy balls of green flame about the size of a man’s head that 
  seems to exist only to set things alight.
  COMBAT: Burnlings are incapable of any action other than to set things 
  aflame, and are thus fierce opponents, attacking with no provocation at all. A 
  burnling strikes with fiery leap and then moves to hit as many foes as it can. 
  Burnlings always fight until destroyed. As an elemental, a burnling can only be 
  struck by magic weapons of +1 or better.
  FIERY LEAP: A burnling can attack multiple targets in the same round by 
  leaping from one opponent to the next. It can attack as many creatures in a 
  single round as it can reach with a full round of movement (40 feet), leaving 
  behind visible arcs of green fire between the targets. It makes a single attack roll 
  and applies the result of that attack roll to each target it can touch.
  GASEOUS FORM: As the gaseous form spell, always active. This ability 
  functions as the spell except a burnling cannot enter water or other liquids, and 
  winds only affect it if it wishes to be affected. Even a tornado-strength wind 
  passes through a burnling with no effect.
  IGNITE: Creatures struck by a burnling’s touch must succeed on a dexterity 
  saving throw or catch fire, taking 1d6 points of damage each round for 3 
  rounds. A burning creature can extinguish the flames by spending their action to 
  put themselves out. In addition, creatures attacking a burnling with natural 
  weapons or unarmed attacks take 1d6 points of fire damage as though they were 
  hit by the burnling’s touch, and must succeed on a dexterity saving throw or 
  catch fire. 
  CHIAO
  NO. ENCOUNTERED: 2-5, 10-100
  SIZE: Medium
  HD: 2 (d8)
  MOVE: 30 ft.
  AC: 14
  ATTACKS: Weapon or Claws (1d4)
  SPECIAL: Camouflage, Frenzy, Twilightvision
  SAVES: P
  INT: Average
  ALIGNMENT: Neutral Evil
  TYPE: Humanoid
  TREASURE: 1
  XP: 10+2
  No one is quite certain from where the Chiao hail, but this savage race of 
  humanoids are said to be ruthless hunters, ripping apart their victims not for 
  food, but for the pleasure of killing. They appear completely human except for 
  the strange tiger stripes that cover their bodies. Legend holds that the boldest of 
  their warriors are gifted by their gods the head of a tiger to match their violent 
  temperament and incredible skills at hunting.
  COMBAT: Chiao stalk their prey for miles, harassing them with javelins or 
  arrows. The objective is to weaken their prey before bringing them down. Once 
  they diminish their opponent’s resources, they close in for the kill.
  CAMOUFLAGE: When in forests, jungles, and similar natural surroundings, 
  chiao may make a physical check to conceal themselves, practically becoming 
  invisible. A camouflaged chiao may move up to half its speed and remain 
  concealed. A chiao moving at more than half speed may still use this ability, but 
  he takes a -5 penalty on the check. Chiao cannot use camouflage when being 
  observed.
  FRENZY: A chiao can make two claw attacks on its turn. It takes a -2 penalty 
  on each attack. 
  CRAWLING CLAW
  NO. ENCOUNTERED: 1, 2-5, 10-50
  SIZE: Small
  HD: 1 (d8)
  MOVE: 20 ft.
  AC: 12
  ATTACKS: Claw (1d4)
  SPECIAL: Blind, Blindsight 60 ft., Smite Fallen Foe, Throttle
  SAVES: P
  INT: None
  ALIGNMENT: Neutral Evil
  TYPE: Undead (Common)
  TREASURE: 1
  XP: 5+1
  Crawling claws are severed hands infused with necromantic energies.
  COMBAT: These disgusting undead creatures scuttle about like spiders, 
  scurrying toward their prey to choke the life from them.
  BLIND: Crawling claws are immune to any visual attacks and effects that rely 
  on sight.
  SMITE FALLEN FOE: A crawling claw deals +2 damage against prone 
  opponents.
  THROTTLE: A crawling claw that beats its opponent’s AC by 2 or more on 
  its to hit roll latches onto its opponent’s throat. Each round, it automatically 
  deals 1d4 damage. A throttled creature can spend his entire turn trying to 
  remove the crawling claw by rolling a Strength check. 
  DEADWOOD TREE
  NO. ENCOUNTERED: 1, 1 plus 2d12 zombies
  SIZE: Large
  HD: 12 (d12)
  MOVE: 30 ft.
  AC: 21
  ATTACKS: Slam (2d6)
  SPECIAL: Corruption, Darkvision 60 ft., Entangle, Fear, Immune to
  Cold and Electricity, Trample, Vulnerable to Fire
  SAVES: P
  INT: Genius
  ALIGNMENT: Neutral Evil
  TYPE: Undead
  TREASURE: 10
  XP: 1375+12
  Deadwood trees are trees that were once occupied by the spirit lizards. When 
  the trees were slain, some of the spirit lizards were trapped inside them. To 
  survive, they fused themselves with the trees.
  COMBAT: Driven by an insane hatred of living things, they attack without 
  warning and fight until they or their victims are destroyed.
  CORRUPTION: Living creatures hit by a deadwood tree’s attack lose one 
  level. For each such level lost, the deadwood tree heals 5 hit points.
  ENTANGLE: A deadwood tree can cast entangle as a 12th-level druid.
  FEAR: A deadwood tree can cast fear as a 12th-level wizard.
  TRAMPLE: A deadwood tree may move through Medium or Small creatures. 
  Any creature in its path must succeed on a dexterity saving throw or take 1d12 
  points of damage.
  329
  
  MONSTERS
  VULNERABLE TO FIRE: Fire attacks inflict double damage to deadwood 
  trees.
  DEMON (Version 1)
  BABAU
  NO. ENCOUNTERED: 1, 2-4
  SIZE: Medium
  HD: 7 (d10)
  MOVE: 40 ft., 40 ft. (crawl)
  AC: 20
  ATTACKS: +1 Shortspear (+4, d6+4 damage)
  SPECIAL: Acid Blood, Babau Agility, Bloodvision, Demonic Attributes, 
  Motion Sense, Immunities, Sneak Attack, Spell-Like Abilities
  SAVES: P
  INT: High
  ALIGNMENT: Chaotic Evil
  TYPE: Extraplanar (demon)
  TREASURE: +1 Shortspear
  XP: 1080 + 7
  It has been said that the babaus are the assassins of the Abyss. While it is true 
  that these skeletal monstrosities are quite adept at that job, they prefer the role 
  of hunter and relish stalking and brutally murdering their prey. Babaus are 
  frequently summoned by powerful spellcasters who employ the fiends to protect 
  their fortresses and dungeons from unwanted guests. Many babaus find these 
  contracts to be agreeable enough, as long as there is much killing to be had.
  Physically, the babau resembles a humanoid skeleton, with a thin layer of 
  leathery flesh forced upon it. Up close, one of its most notable features is its 
  lack of eyes- babaus do not see but employ powerful senses of hearing and 
  scent to stalk their prey. They are quite strong and extraordinarily agile- babaus 
  are capable of crawling along ceilings as fast as they can walk on the ground, 
  and do both much quicker than the average adventurer. Quite often, though, 
  they do not immediately swoop in for the kill, but play mind games with 
  adventurers, using their spell-like abilities and senses to track and toy with their 
  prey. Unlike many demons, they have no ability or particular interest in 
  summoning others of their kind in combat situations, preferring to either work 
  alone or in small teams.
  If there is anything that a Babau enjoys more than wanton slaughter, it is the 
  thrill of the hunt and the unique, acrid scent of blood and fear on their prey.
  ACID BLOOD: Anyone striking a Babau with melee weapons must make a 
  dexterity saving throw or suffer 2d4 acid damage from the Babau’s 
  extraordinarily acidic blood.
  BABAU AGILITY: Babau are supernaturally agile, and if they succeed in a 
  dexterity saving throw that would normally result in half-damage, they avoid 
  all damage. They are also considered to constantly enjoy the benefits of spider 
  crawl and jump.
  BACK ATTACK: If a Babau manages to catch an enemy from the rear, it can 
  inflict triple damage with its first attack.
  BLOODVISION: The Babau can detect the presence of an injured individual 
  within a mile, and if he inflicted the wound himself, can identify the individual 
  by the scent of their blood alone.
  DEMONIC ATTRIBUTES: All individuals passing within the presence of a 
  demon must make a save against fear at the base charisma saving throw + the 
  demon’s hit dice. If they fail, they take a -2 penalty on all attack rolls and 
  saving throws while the demon is within sight. Demons are capable of speaking 
  and understanding any language, as well as using telepathy, and possess perfect 
  darkvision. 
  MOTION SENSE: The Babau has no eyes in the proper sense of the term, and 
  is thus totally immune to all blinding attacks or abilities that interfere with 
  regular sight. It ‘sees’ largely by a combination of scent and motion sense. An 
  unwounded individual is capable of attempting a dexterity saving throw at CL 
  25 to avoid the Babau taking notice of it. This must be done every round that 
  the Babau can see the individual. The motion sense of the Babau also means 
  that invisibility is useless against it. Its motion sense seems to be tied into its 
  hearing, and sonic attacks force a Constitution check against stunning for the 
  Babau. If it fails, it suffers a -2 penalty to all rolls for 1d4 rounds.
  IMMUNITIES: Babaus are immune to acid, poison and fear. They can only be 
  harmed with +1 or better magical weapons, or weapons that are either good-
  aligned or made of cold iron.
  SPELL-LIKE ABILITIES: Babaus can use darkness, invisibility and silence 
  at will.
  BALOR
  NO. ENCOUNTERED: 1
  SIZE: Large
  HD: 20 (d10) 
  MOVE: 40 ft., 60 ft. (fly)
  AC: 32
  ATTACKS: 4x Tentacles +3 (3d4+6 dmg)
  SPECIAL: Abyssal Bolt, Aura of Shadow and Flame, Bringer of Death, Death 
  Throes, Demonic Attributes, Immunities, Magical Natural Weapons, Move 
  Through Shadows, Reach, Spell-Like Abilities, Summoning, Tendril 
  Constriction, Unholy Curse
  SAVES: M, P
  INT: Godlike
  ALIGNMENT: Chaotic Evil 
  TYPE: Extraplanar (demon) 
  TREASURE: 15
  XP: 39150 + 20 
  The most powerful of all demons, the balors are often held to be the demonic 
  equivalent of pit fiends, though this comparison is limited in its validity- both 
  are extraordinarily powerful creatures, but balors have little use for the sublety 
  of pit fiends. For the most part, demonic armies and societies are headed by 
  demon lords and mariliths, with the balors acting as abyssal champions, 
  enforcers and bodyguards. Few creatures indeed are capable of standing against 
  a creature so mighty. 
  COMBAT: Balors take full advantage of their ability to move through 
  shadows, getting close to powerful, yet vulnerable spellcasters and subjecting 
  them to the full wrath of their tentacles. Frequently, a particularly tough enemy 
  will receive an Unholy Curse, which can often result in catastrophe for a party, 
  especially if there are only a few rounds before unstoppable death. Balors tend 
  to use their summoning to pin enemies down and prevent coordinated action 
  more than for the additional muscle- Balors, after all, are their own muscle. If a 
  Balor knows it is going to lose a battle, it will seek to position itself so as to 
  cause maximum harm with their Death Throes.
  ABYSSAL BOLT: The Balor is capable of hurling 1d4 Abyssal bolts per 
  round, in lieu of melee attacks. These bolts strike as +3 unholy weapons, doing 
  3d4+3 damage each, with 1d6 bonus damage to all good-aligned creatures. 
  AURA OF SHADOW AND FLAME: Whenever a Balor enters a space, all 
  non-magical light sources other than daylight are immediately extinguished and 
  the room plunged into total darkness. Only darkvision or deepvision can 
  penetrate this constant magical shadow. In addition, the Balor exudes incredible 
  heat, inflicting 2d6 fire damage on all beings within 30 feet of the Balor. 
  BRINGER OF DEATH: When a Balor gains a natural 20 on a melee attack, 
  the target must make an immediate constitution saving throw or perish. A 
  successful save means the target takes double damage. 
  DEATH THROES: When a Balor dies, it erupts into a massive explosion of 
  fire and unholy energy, which does 20d10 (10d10 fire, 10d10 unholy) damage 
  to all enemies within 100 feet, with a dexterity saving throw resulting in half 
  damage. 
  DEMONIC ATTRIBUTES: All individuals passing within the presence of a 
  demon must make a save against fear at the base charisma saving throw + the 
  demon’s hit dice. If they fail, they take a -2 penalty on all attack rolls and 
  saving throws while the demon is within sight. Demons are capable of speaking 
  and understanding any language, as well as using telepathy, and possess perfect 
  darkvision. 
  IMMUNITIES: Balors can only be hit with +3 or greater magical weapons, or 
  +1 weapons that are either made of cold iron or are good-aligned. Balors are 
  immune to acid, poison, fire, charm, fear, petrifaction and death spells. Balors 
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  have SR of 12. 
  MAGICAL NATURAL WEAPONS: The Balor’s natural weapons strike as 
  +3 unholy weapons, doing 2d6 bonus damage to all good-aligned creatures. 
  MOVE THROUGH SHADOWS: As a being of living darkness, Balors seem 
  to be capable of moving through shadows as if teleporting. Given that they also 
  magically create total darkness in any space they are in, this makes them 
  capable of teleporting within the room at will. 
  REACH: The Balor’s natural weapons have a reach of 20 feet and can strike 
  any enemies within 20 feet. 
  SPELL-LIKE ABILITIES: The Balor constantly benefits from true seeing 
  and constantly unhallows a sixty-foot radius around it. It can cast create greater 
  undead, teleport without error, dispel magic, wall of fire, plane shift, unholy 
  word and unholy aura at will. 
  SUMMONING: Once per day, the Balor can summon up to 25 HD of any 
  demons of a type lower than another Balor. 
  TENDRIL CONSTRICTION: Whenever the Balor strikes an enemy with one 
  of its tentacles, the opponent must make a strength saving throw or be 
  constricted in its tentacles. For each round that the enemy is caught in the 
  tendril, they lose 1d4 levels, which heal the Balor for 1d10 per level drained.
  UNHOLY CURSE: Once per day, the Balor can enact a horrific curse upon an 
  enemy, which sentences them to death, which will happen in 1d20 rounds. A 
  restoration can add 1d4 rounds of time, but nothing can stop the countdown 
  except the Balor’s destruction. When death approaches, the cursed soul must 
  make one last charisma saving throw- if it succeeds, then it will merely die. If 
  not, however, the soul not only perishes but is immediately transformed into a 
  demon, or demons, of total HD equal to its original total. 
  DRETCH
  NO. ENCOUNTERED: 2-6, 10-20, 200-400
  SIZE: Medium
  HD: 3 (d10)
  MOVE: 40 ft.
  AC: 16
  ATTACKS: Claws (d6+1)
  SPECIAL: Demonic Attributes, Diseased, Immunities, Stench
  SAVES: P
  INT: Low
  ALIGNMENT: Chaotic Evil 
  TYPE: Extraplanar (demon) 
  TREASURE: 
  XP: 85 + 3
  The lowly dretches are the base creatures of the infernal horde, and often are 
  sent forth in vast howling swarms to attack devilish armies. While fierce when 
  they believe they have the upper hand, dretches are cowardly in the face of 
  equal or greater strength and their resolve is often easily broken by the much 
  superior discipline of the Infernal Legionnaires. Though cowardly, all dretches 
  are also consumed with the desire to prove themselves to the Abyss and 
  undergo a coveted evolution into a higher form. 
  COMBAT: Dretches are not highly intelligent, but have a reasonably good eye 
  for strength and will avoid powerful adventurers if possible, though it must be 
  said that they fear their demonic overlords more and will not do so if one of 
  their superiors is present. They usually prefer to rush enemies, relying on their 
  impressive speed to get them within melee range, where they can inflict their 
  claws, stench and disease on their targets. Dretches will usually take advantage 
  of flanking or favorable terrain, and have sometimes demonstrated the ability to 
  build simple traps and ambushes to attack enemies they are too cowardly to face 
  fairly.
  DEMONIC ATTRIBUTES: All individuals passing within the presence of a 
  demon must make a save against fear at the base charisma saving throw + the 
  demon’s hit dice. If they fail, they take a -2 penalty on all attack rolls and 
  saving throws while the demon is within sight. Demons are capable of speaking 
  and understanding any language, as well as using telepathy, and possess perfect 
  darkvision.
  DISEASED: If a Dretch passes within 10 feet of an individual, they must make 
  a constitution saving throw or contract an illness, which will manifest in 1d4 
  days, and cause 1d4 Strength, Constitution and Dexterity damage for 1d4+1 
  days, unless cured. 
  IMMUNITIES: Dretches cannot be harmed by ordinary weapons- weapons 
  must be cold iron, good-aligned or magical to harm them. They are immune to 
  acid, disease and poison. 
  STENCH: The stink of Dretches is unbelievable, and lingers long after a 
  Dretch is dead. Anyone who physically battles a Dretch contracts their smell, 
  and suffers from a 1d4+1 effective penalty to Charisma for the next 24 hours. A 
  restoration or a very long bath (at least one hour) will remove the stench. 
  GLABREZU (Type III)
  NO. ENCOUNTERED: 1-2
  SIZE: Large
  HD: 12 (d10)
  MOVE: 30 ft.
  AC: 24
  ATTACKS: 2x Pincers (2d6+3), Bite (2d8+3)
  SPECIAL: Demonic Attributes, Immunities, Irresistible Question, 
  Shapeshifter, Spell-Like Abilities, Summoning, Wishes
  SAVES: M, P
  INT: Superior
  ALIGNMENT: Chaotic Evil
  TYPE: Extraplanar (demon)
  TREASURE: 11
  XP: 5500 + 12
  While the role of the succubus and incubus in inflaming the physical desires of 
  mortals is quite obvious, the glabrezu traffics in desires for power and prestige. 
  Usually appearing in a disguise, the glabrezu finds an ambitious mortal and 
  compels them to reveal their desires, then offer to assist them in reaching that 
  goal. Glabrezus are masters of using wishes, and can achieve shockingly subtle 
  and detailed results without any risk to them. They are masters of manipulation, 
  and enjoy watching mortals destroy themselves, and even more so when the 
  individuals involved had originally noble motivations.
  COMBAT: Though they prefer the role of manipulator, they are far from 
  cowardly and will not hesitate to destroy any mortal that stands in the way of 
  their complex and vile schemes to bring about chaos and destruction. As their 
  massive true forms would indicate, they are immensely powerful and almost 
  invariably possess formidable magical power to bring to bear as well. They are 
  also fond of asking their enemies questions in combat- if a glabrezu knows an 
  enemy’s greatest fear, they can manifest illusions of that fear in combat. Or, by 
  knowing an enemy’s true name, they can escape from the combat and return 
  later, attacking their would-be foe through their family and friends.
  DEMONIC ATTRIBUTES: All individuals passing within the presence of a 
  demon must make a save against fear at the base charisma saving throw + the 
  demon’s hit dice. If they fail, they take a -2 penalty on all attack rolls and 
  saving throws while the demon is within sight. Demons are capable of speaking 
  and understanding any language, as well as using telepathy, and possess perfect 
  darkvision. 
  IMMUNITIES: Glabrezu are immune to acid, poison, charm and fear. They 
  can only be harmed with +2 or better magical weapons, or weapons that are 
  either good-aligned or made of cold iron.
  IRRESISTIBLE QUESTION: Glabrezu possess the supernatural ability to ask 
  up to three questions of any mortal being. There is no saving- the individual 
  automatically reveals to the Glabrezu the answer and as often as not, their 
  answer will be something they were hesitant to reveal to themselves. The first 
  question a Glabrezu can demand is ‘who are you’, whereupon the individual 
  reveals their real name to the Glabrezu. The second question is ‘what is your 
  greatest desire’, which compels the revelation of a deeply held desire to the 
  demon. This desire will usually be a hidden or darker desire. The third question 
  is ‘what is your greatest fear’, which compels a brutally honest answer to the 
  Glabrezu. This ability cannot be resisted by any mortal being, and cannot be 
  used for any other purpose.
  SHAPESHIFTER: Glabrezu are capable of disguising themselves in the form 
  of any of the humanoid races, with the revelation of this form requiring a true 
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  MONSTERS
  seeing spell.
  SPELL-LIKE ABILITIES: Glabrezu possess up to 20 spell levels in 1st to 5th 
  level illusionist or wizard spells, which they can cast at will, 2 6th level and 1 7th 
  level spell that they can cast once per day.
  SUMMONING: Glabrezu are capable of summoning 1d2 succubi/incubi or 
  vrocks once per day.
  WISHES: A Glabrezu can grant a limited wish to a mortal humanoid once per 
  day, and a wish to a mortal humanoid once per month.
  HEZROU (Type II)
  NO. ENCOUNTERED: 1-4
  SIZE: Large
  HD: 10 (d10)
  MOVE: 30 ft., 30 ft. (swim)
  AC: 24
  ATTACKS: 2x Slam +1 (2d4+4)
  SPECIAL: Acid Slime, Amphibious, Blood Rage, Demonic Attributes, Gas 
  Cloud, Immunities, Magical Natural Weapon, Noxious Stench, Summoning, 
  Toughness
  SAVES: M, P
  INT: High
  ALIGNMENT: Chaotic Evil 
  TYPE: Extraplanar (demon) 
  TREASURE: 
  XP: 4200 + 10
  The vile hezrous are among the strongest and most fearsome creatures of the 
  Abyss, notable for their vast physical power and also for the variety of fearsome 
  acidic and poisonous substances at their disposal. They prefer swampy or other 
  semi-aquatic environments and often lie in wait for their enemies in deep water, 
  aiming to capture them and hold them underwater until they drown- or simply 
  tearing them apart. While reasonably intelligent, the hezrou are simple in their 
  motivations. They enjoy food (especially living intelligent beings), slumber and 
  the destruction of life. 
  COMBAT: Hezrous often utilize their favored environments to their 
  advantage, but otherwise are fairly straightforward in combat. By the standards 
  of their hit dice, they are exceptionally powerful creatures and enjoy using that 
  strength to ruthlessly pummel weaker enemies to death. They are especially 
  fond of grabbing enemies and dragging them underneath the water, 
  simultaneously burning them with acidic slime and drowning them.
  ACID SLIME: The acidic slime coating the Hezrou increases the difficulty of 
  grappling it by 5, and it will automatically do 2d4 acid damage each round to 
  anyone attempting to grapple it. Anyone striking the Hezrou with a melee 
  weapon must make a dexterity saving throw or suffer 2d4 acid damage. 
  AMPHIBIOUS: Hezrous are amphibious creatures and cannot be drowned, 
  and swim at the same speed as they walk. 
  BLOOD RAGE: When a Hezrou is reduced to half or less of its Hit Points, it 
  goes into a powerful rage, gaining +2 to its attack rolls and damage as well as 
  Strength and constitution saving throws. 
  DEMONIC ATTRIBUTES: All individuals passing within the presence of a 
  demon must make a save against fear at the base charisma saving throw + the 
  demon’s hit dice. If they fail, they take a -2 penalty on all attack rolls and 
  saving throws while the demon is within sight. Demons are capable of speaking 
  and understanding any language, as well as using telepathy, and possess perfect 
  darkvision.
  GAS CLOUD: Once per day, the Hezrou is capable of emitting a noxious 
  cloud of poisonous gas in a radius of 60 feet around it, which acts as the 
  cloudkill spell. The poisonous gas lasts for 1d10 rounds unless dispelled by a 
  gust of wind. 
  IMMUNITIES: Hezrous can only be damaged by magical, good-aligned or 
  cold iron weapons. They are immune to acid, poison, disease and fear.
  MAGICAL NATURAL WEAPONS: A Hezrou’s natural weapons are 
  considered to be +1 magical weapons. 
  NOXIOUS STENCH: All individuals coming within 100 feet of a Hezrou 
  must make a constitution saving throw or become sickened, losing 1d4 
  Strength, Dexterity, Constitution and Charisma and losing a turn, as they vomit 
  uncontrollably. The lost attribute damage returns as soon as the individual is at 
  least 60 feet from the Hezrou or its corpse. 
  SUMMONING: Hezrous are capable of summoning 2d6 dretches, 1d3 babaus 
  or 1 vrock once per day. 
  TOUGHNESS: Hezrous are exceptionally durable and receive a +2 HP bonus 
  per level on top of the Constitution bonus they receive for having a prime. 
  MARILITH (Type V)
  NO. ENCOUNTERED: 1
  SIZE: Large
  HD: 17 (d10)
  MOVE: 60 ft. (slither)
  AC: 27
  ATTACKS: 6 x Longsword +1 (d8+4 damage), Tail Slap (2d4+4 dmg)
  SPECIAL: Chaos Venom, Constrict, Demonic Attributes, Hypnotizing Stare, 
  Immunities, Infuse Weapon, Spell-Like Abilities, Summoning, Vital Strike 
  SAVES: M, P
  INT: Genius
  ALIGNMENT: Chaotic Evil 
  TYPE: Extraplanar (demon) 
  TREASURE: 6 Longswords
  XP: 17700 + 17
  The generals of demonic hordes, the mariliths are less powerful than their balor 
  cousins, but are more intelligent and subtle than they are, and are thus often 
  found in positions of more real power than the balors. Some mariliths are even 
  strong and cunning enough to stand on their own, without the patronage of any 
  demon lord, often serving as mercenary warriors in the Blood War- sometimes 
  even finding themselves fighting alongside the infernal legions. 
  COMBAT: While mariliths are skilled tacticians, they are just as fond of 
  slaughter as any other demon, and do not hesitate to directly enter melee. In 
  combat, a marilith will almost always attempt to engage the most important 
  targets in melee, knowing that it can swiftly destroy all but the very strongest 
  melee targets. Mariliths will use their hypnotizing stare to neutralize 
  spellcasters, and will use their own potent magic to supplement ferocious melee 
  attacks.
  CHAOS VENOM: A Marilith can envenom her weapons with a potent chaotic 
  poison. When the target is struck with the poisoned weapon, it must make an 
  immediate constitution saving throw, or suffer one of the effects below as 
  determined by a d10 roll. If a subject makes the save once, they become 
  immune to the Chaos venom permanently. 
  d10
  Effects
  1
  Subject loses 1d4+1 Intelligence, Wisdom and Charisma.
  2
  Subject loses 1d4+1 Strength, Dexterity and Constitution.
  3
  Subject becomes confused.
  4
  Subject is blinded and deafened.
  5
  Subject loses 1d4+1 levels.
  6
  Subject falls into a coma for 1d4+1 days.
  7
  Subject believes it is simply dreaming.
  8
  Subject is brought to 0 HP.
  9
  Subject dies, but the body is intact.
  10
  Subject dies and the body disintegrates. 
  CONSTRICT: If a marilith succeeds in hitting an enemy with its tail slap, the 
  opponent must succeed immediately at a strength saving throw or be 
  constricted in the Marilith’s coils, taking 6d6+3 damage automatically per 
  round and losing 1d4 Constitution points as it is asphyxiated in the marilith’s 
  coils. Each round, the subject gains a new strength saving throw to break free. 
  DEMONIC ATTRIBUTES: All individuals passing within the presence of a 
  demon must make a save against fear at the base charisma saving throw + the 
  demon’s hit dice. If they fail, they take a -2 penalty on all attack rolls and 
  saving throws while the demon is within sight. Demons are capable of speaking 
  and understanding any language, as well as using telepathy, and possess perfect 
  darkvision. 
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  HYPNOTIZING STARE: Any individuals who look at a marilith without 
  some form of magical protection must make a charisma saving throw or 
  become hypnotized. A subject who is hypnotized by a marilith receives no 
  further save unless the marilith orders it to do something contrary to its nature, 
  such as attack an ally or attempt to commit suicide. Creatures who are immune 
  to charm are also immune to this power. 
  IMMUNITIES: Mariliths cannot be damaged by weapons of less than +2 
  enchantment, or weapons that are good-aligned or made of cold iron. They are 
  immune to acid, poison, charm and fear spells. 
  INFUSE WEAPON: Mariliths are capable of making their weapons chaotic or 
  evil-aligned for overcoming damage resistance, as well as transforming their 
  make into silver. 
  SPELL-LIKE ABILITIES: Mariliths can cast mirror image, improved 
  invisibility, true seeing, magic circle against good, magic circle against law, 
  project image, teleport without error, telekinesis and blade barrier at will. 
  SUMMONING: A marilith can summon 1 glabrezu, 2 succubi, 1d4 shadow 
  demons, 1d4+1 babaus or 4d4 dretches once per day. 
  VITAL STRIKE: Instead of striking six separate times, the Marilith can 
  choose to make a single melee attack for 6d8+3 damage. 
  VORTEX OF BLADES: When Mariliths have blade barrier active, they are 
  capable of moving the barrier as a tornado. The barrier, once it starts moving, 
  will only remain active for 1d4+1 rounds and can be moved 30 feet per round. 
  NABASSU
  NO. ENCOUNTERED: 1-2
  SIZE: Medium
  HD: 9 (d10)
  MOVE: 30 ft.
  AC: 20
  ATTACKS: Claws (2x d6+1)
  SPECIAL: Demonic Attributes, Gaze of Death, Immunities, Magical Natural 
  Weapons, Spell-Like Abilities, Summoning, Undead Mastery, Vampiric Aura
  SAVES: P
  INT: Medium
  ALIGNMENT: Chaotic Evil
  TYPE: Extraplanar (demon)
  TREASURE:
  XP: Varies
  Resembling gargoyles somewhat, the foul Nabassus are known for their love of 
  graveyards and tend to haunt the realms of the undead, which seem to have a 
  powerful respect for the Nabassus, which have vast power over them. More 
  than anything, the Nabassus live to drain mortals into lifeless husks, using their 
  soul energy to become greater and more powerful beings.
  COMBAT: Nabassus relish in melee, using their claws and vampiric drain 
  powers to prey upon weaker enemies, though often only after attempting a Gaze 
  of Death on a promising opponent. It is rare for Nabassus to not be in the 
  company of undead beings of varying types and power levels, and they usually 
  use their allies to good advantage. If pressed, Nabassu will often seek to flee, 
  knowing their corrupting power is more useful elsewhere.
  DEMONIC ATTRIBUTES: All individuals passing within the presence of a 
  demon must make a save against fear at the base charisma saving throw + the 
  demon’s hit dice. If they fail, they take a -2 penalty on all attack rolls and 
  saving throws while the demon is within sight. Demons are capable of speaking 
  and understanding any language, as well as using telepathy, and possess perfect 
  darkvision.
  GAZE OF DEATH: The Nabassu can attempt to lock eyes with a mortal being 
  and wither their very soul with its corrupting touch. The sufferer loses 1d4+1 
  Constitution and Charisma points per round unless they make a wisdom saving 
  throw. Any mortal with class levels that is thus slain, allows the Nabassu to 
  gain 1 HD, raising its attack bonus, hit points and caster level, to a maximum of 
  15 HD.
  IMMUNITIES: Nabassus are immune to weapons that are not magical, 
  goodaligned or made of cold iron. They are also immune to acid, poison, fear, 
  petrifaction and death spells.
  MAGICAL NATURAL WEAPONS: The natural weapons of a Nabassu 
  count as +1 magical weapons for overcoming immunities.
  SPELL-LIKE ABILITIES: Nabassus can cast darkness, silence, hold person, 
  teleport without error and telekinesis at will. They can cast plane shift once per 
  day.
  SUMMONING: A Nabassu may summon 1 babau or shadow demon, once per 
  day.
  UNDEAD MASTERY: No ordinary undead being will ever attack a Nabassu.
  Intelligent undead beings such as ghosts, liches and vampires must make a 
  Charisma check to successfully do so. Nabassus are also capable of rebuking 
  and controlling undead beings as a cleric of their hit dice.
  VAMPIRIC AURA: All mortal beings within thirty feet of a Nabassu 
  automatically lose two hit points (no save), with the lost hit points being 
  converted into healing for the Nabassu. Any being that is slain by this ability is 
  raised immediately as a zombie, which will not attack the Nabassu but is under 
  no special control.
  NALFESHNEE (Type IV)
  NO. ENCOUNTERED: 1
  SIZE: Small or Large
  HD: 14 (d10)
  MOVE: 20 ft., 40 ft. (fly) (when small, when large, it walks at 30 ft.)
  AC: 24
  ATTACKS: (when small) 2x Slam (1d4+1), Bite (1d6+1) (when large) 2x 
  Slam (3d4+4), Bite (3d6+4)
  SPECIAL: Abyssal Mastery, Alter Size, Blinding Burst, Demonic Aura, 
  Forbidden Knowledge, Immunities, Mind Poison, Spell-Like Abilities, 
  Summoning
  SAVES: M, P
  INT: Godlike
  ALIGNMENT: Chaotic Evil 
  TYPE: Extraplanar (demon) 
  TREASURE: 11
  XP: 11,500 + 14
  The Nalfeshnees are said to be the mad geniuses of the Abyss, and they are 
  generally known to serve the Abyss itself more than any active Demon Lord, 
  though they will typically do as Demon Lords request, so long as it does not 
  harm the interest of the Abyss themselves. They have many arcane and unusual 
  theories on the creation and running of the Universe, and take a particular 
  interest in the actions of the player characters, even when it seems illogical for 
  them to do so.
  COMBAT: Nalfeshnees often avoid combat, for the simple reason that they 
  prefer to observe and indirectly interfere with the amusing antics of adventurers, 
  but if pressed, they will typically grow into their gargantuan shape and 
  immediately create a Blinding Burst. They will usually follow up by 
  summoning allies and wading into melee, where they can swiftly destroy even 
  powerful heroes.
  ABYSSAL MASTERY: The Nalfeshnee have a special and intimate 
  relationship with the Abyss itself and can manipulate the environment of the 
  abyss at will, simulating effects of spells like wall of stone, control weather or 
  earthquake. 
  ALTER SIZE: The Nalfeshnee has the power to change its size, from a 
  fourteen-foot tall monstrosity to a small, eighteen-inch miniature fiend. The 
  Nalfeshnee’s melee strength decreases in this form, but its hit points and other 
  abilities remain intact, making it a deceptively powerful enemy. 
  BLINDING BURST: Once per day, the Nalfeshnee can create a burst effect of 
  incredibly bright light of an infinite array of colors, which emanates 60 feet 
  from its body. All beings that are not protected against blindness are 
  automatically blinded for 1d4+1 rounds, and must make a wisdom saving 
  throw or suffer permanent blindness. The Burst also inflicts 10d10 damage, 
  with a successful dexterity saving throw resulting in half damage. 
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  MONSTERS
  DEMONIC ATTRIBUTES: All individuals passing within the presence of a 
  demon must make a save against fear at the base charisma saving throw + the 
  demon’s hit dice. If they fail, they take a -2 penalty on all attack rolls and 
  saving throws while the demon is within sight. Succubi can suppress this effect 
  at will, and usually do. Demons are capable of speaking and understanding any 
  language, as well as using telepathy, and possess perfect darkvision.
  FORBIDDEN KNOWLEDGE: The Nalfeshnees claim to have unlocked the 
  greatest secret of the universe- that all of Creation exists solely for the sick 
  amusement of overgods who enthusiastically game over the ruination of god 
  and mortal alike. Furthermore, it regards the player characters as agents of those 
  horrible creator gods. Whether this knowledge causes the Nalfeshnee to have a 
  burning hatred of the player character or make it endlessly amused by them is 
  up to the Castle Keeper. In addition, the Nalfeshnee should be considered to 
  have a full and complete knowledge of the player character’s exploits, with no 
  obvious reason for knowing such.
  IMMUNITIES: Nalfeshnees are immune to magical weapons of less than +2 
  enchantment, but can be harmed with weapons made of cold iron, or that are 
  good-aligned. They are immune to acid, poison, charm, fear, polymorph, death 
  and petrifaction spells. 
  MIND POISON: If a Nalfeshnee’s bite successfully hits a player character, 
  they succeed at an immediate wisdom saving throw or suffer the permanent 
  loss of 1d4+1 Intelligence, Wisdom and Charisma. The bite’s poison only 
  works once, but the loss can only be undone by restoration spells or the like. 
  SPELL-LIKE ABILITIES: Nalfeshnees are magical experts of the first order, 
  and tailor their individual spell-casting needs to the mysterious will of the 
  ‘Keeper’. All Nalfeshnees constantly emit a magic circle against good, and 
  have constantly active true sight. They can use teleport without error and plane 
  shift at will, and gate once per day. In addition to this, Nalfeshnees can select 
  the following number of spells from the wizard or illusionist spell list.
  •
  1st-5th level Spells: 4 spells at each level, with the ability to cast these 
  spells at will.
  •
  6th-7th level Spells: 2 spells at each level, with the ability to cast spells 
  of these levels three times a day.
  •
  8th level Spell: 2 spells, that they can cast once per day.
  SUMMONING: Nalfeshnees are capable of summoning any Neutral or 
  Chaotic Evil creatures with a total hit dice of less than 20, once per day. 
  SHADOW DEMON
  NO. ENCOUNTERED: 1-2
  SIZE: Medium
  HD: 7 (d10)
  MOVE: 30 ft.
  AC: 20
  ATTACKS: Claws (2x d6+1)
  SPECIAL: Aura of Darkness, Demonic Attributes, Immunities, Magical 
  Natural Weapons, Shadow Form, Spell-Like Abilities, Possession, 
  Vulnerabilities
  SAVES: M, P
  INT: Low
  ALIGNMENT: Chaotic Evil
  TYPE: Extraplanar (demon)
  TREASURE:
  XP: 1125 + 7
  The Shadow Demons are one of the most feared types of Abyssal fiend in the 
  mortal realm, for their ability to take over the bodies and minds of mortal beings 
  and twist them to their will, while, all the while, consuming them from the 
  inside. As they consume mortals, body and soul, they grow in power, until they 
  are finally ready to return to the Abyss to begin the next stage of their evolution.
  It has been rumored that mature Shadow Demons evolve into balors, but 
  confirming such would require a visit to the darkest realms of the Abyss.
  COMBAT: Shadow Demons do not fear combat, and enjoy using their ability 
  to inflict total darkness to disorient and terrify enemies, and their melee strength 
  should not be totally discounted. However, ultimately, Shadow Demons live for 
  the possession of mortal beings and it should be expected that they will attempt 
  to possess one of the party’s members and attack former allies with sadistic 
  glee.
  AURA OF DARKNESS: Once per day, a Shadow Demon can blanket any 
  subterranean or indoor space in total darkness, snuffing out all sources of light 
  other than direct sunlight. Only magical light effects created by a caster of 
  higher HD level than the Shadow Demon will survive this ability. This darkness 
  is total but not supernatural- beings with full darkvision will be able to see in it.
  This darkness lasts for 7 rounds.
  DEMONIC ATTRIBUTES: All individuals passing within the presence of a 
  demon must make a save against fear at the base charisma saving throw + the 
  demon’s hit dice. If they fail, they take a -2 penalty on all attack rolls and 
  saving throws while the demon is within sight. Demons are capable of speaking 
  and understanding any language, as well as using telepathy, and possess perfect 
  darkvision.
  IMMUNITIES: Shadow Demons can only be harmed with +1 or greater 
  magical weapons, or weapons that are good-aligned or made of cold iron. They 
  are immune to acid, poison, charm and fear spells.
  MAGICAL NATURAL WEAPONS: The natural weapons of a Shadow 
  Demon are considered to be +1 magical weapons for overcoming immunities.
  SHADOW FORM: A being composed of shadow given physical form, 
  Shadow Demons have a number of unique physical properties. When lurking in 
  shadows, a Shadow Demon is considered to be invisible. They are also capable 
  of breaking down their physical form into a gaseous substance, which can flow 
  underneath cracks in doors, or move stealthily along ceilings. In this gaseous 
  form, they cannot use physical attacks or spell-like abilities, but they must be in 
  this form to attempt possession.
  POSSESSION: Shadow Demons are capable of physically possessing other 
  beings, and any attempt to resist a Shadow Demon’s possession requires a 
  successful charisma saving throw to be made. If a Shadow Demon takes 
  control of another being, they are mentally aware but unable to act- the Shadow 
  Demon has access to their appearance and abilities, though not their memories. 
  When possessing another person, the Shadow Demon’s foul energies degrade 
  that body, and each day that an individual is possessed, they lose one level. 
  Each day, they also get to make a new save to expel the Shadow Demon from 
  their consciousness. When their player level reaches zero, the individual is 
  killed. If they succeed in ridding themselves of the Shadow Demon’s power, 
  any lost levels will come back at the rate of one per day. Each time a Shadow 
  Demon fully ‘digests’ a being with at least two class levels or HD, it gains one 
  hit dice itself. When it successfully ‘digests’ seven such beings, they are 
  instantaneously teleported back to the Abyss to evolve. A greater restoration, 
  limited wish, wish, miracle, or exorcism can cast out Shadow Demons from 
  without.
  SPELL-LIKE ABILITIES: Shadow Demons can cast darkness, dispel magic, 
  protection from good, protection from law, desecrate, fear and dimension door 
  at will. They can cast plane shift and teleport without error once per day.
  SUMMONING: Once per day, a Shadow Demon can call upon 1d2 shadows to 
  serve them.
  VULNERABILITIES: Shadow Demons cannot tolerate the presence of 
  natural sunlight and suffers physical damage and destruction from exposure to 
  sunlight. Each round that a Shadow Demon spends in sunlight, it suffers 4d6 
  damage.
  334
  
   
  SUCCUBUS/INCUBUS
  NO. ENCOUNTERED: 1
  SIZE: Medium
  HD: 8 (d10)
  MOVE: 30 ft., 60 ft. (fly)
  AC: 18
  ATTACKS: Claws +1 (1d6+1)
  SPECIAL: Aura of Dark Beauty, Class Abilities, Demonic Attributes, Energy 
  Drain, Immunities, Magical Natural Weapons, Shapeshifter, Spell-Like 
  Abilities, Summoning, Unholy Boon
  SAVES: M
  ALIGNMENT: Chaotic Evil
  TYPE: Extraplanar (demon)
  TREASURE:
  XP: 1900 + 8
  The succubi and incubi (which are identical for all considerations except those 
  related to their typical targets) are just as devoted to the spread of ruin as all 
  demons, but prefer to do so using more subtle and corruptive methods. 
  Impossibly beautiful and equipped with a variety of magical abilities, they are 
  seducers and manipulators of the highest order, offering their intimate services 
  and the possibility of a powerful dark boon to their intellect or charm in 
  exchange for various services for the succubus. The succubi relish their role as 
  corrupter, and nothing fills them with more glee than to watch formerly good 
  souls turn to chaos and evil, thanks to their influence.
  COMBAT: Succubi always try to avoid combat- even more so than Tempter 
  Devils. They will always attempt to find minions or allies to distract the enemy 
  while they make a stealthy retreat. If forced to fight, however, a Succubus will 
  use their magical abilities to support any allies they have, seeking to avoid a 
  melee in which they will not perform well. Succubi are well-aware that while 
  they are powerful as tempters and manipulators, that they are not particularly 
  powerful in straight-up combat.
  AURA OF DARK BEAUTY: Anyone who can see a succubus or incubus 
  must make a charisma saving throw or be instantly charmed by the fiend. If 
  the succubus or incubus is appearing as a gender to which the individual in 
  question is not attracted to, they receive a +4 bonus to the save.
  DEMONIC ATTRIBUTES: All individuals passing within the presence of a 
  demon must make a save against fear at the base charisma saving throw + the 
  demon’s hit dice. If they fail, they take a -2 penalty on all attack rolls and 
  saving throws while the demon is within sight. Succubi can suppress this effect 
  at will, and usually do. Demons are capable of speaking and understanding any 
  language, as well as using telepathy, and possess perfect darkvision.
  SHAPESHIFTER: As if they were devils, Succubi have the ability to assume 
  the shape of a humanoid creature, disguising their infernal nature and 
  alignments. Attempts to magically detect alignment must make a successful 
  Wisdom check at 18 + the devil’s hit dice or roll a natural 20. True seeing will 
  punch through this disguise, however.
  ENERGY DRAIN: If the victim accepts a kiss or similar gesture of passion 
  from a succubus or incubus, the succubus can drain 1d4 levels from them, from 
  which it gains a +2 bonus to all rolls and caster level for 24 hours. Consecutive 
  level drains do not give the succubus a further boost to its abilities, and a 
  succubus can only level drain once from a single individual per day.
  IMMUNITIES: Succubi can only be harmed by magical, good-aligned or cold 
  iron weapons. They are immune to acid, poison, charm and fear.
  MAGICAL NATURAL WEAPONS: A Succubus’s natural weapons are 
  considered to be +1 magical weapons.
  SPELL-LIKE ABILITIES: Succubi can cast charm monster, hold monster, 
  invisibility, dispel magic, suggestion and paralysis at will. Succubi or incubi can 
  cast ethereal jaunt, mass suggestion, plane shift, unhallow and teleport without 
  error once each per day.
  SUMMONING: Succubi can summon 1 Babau or Shadow Demon, once per 
  day.
  UNHOLY BOON: A succubus or incubus can grant a favored individual +2 
  bonus to their Intelligence or Charisma, provided they serve the succubus’s 
  ends. The Unholy Boon also enables a succubus to share half of any damage 
  inflicted upon itself with the recipient of the boon. At any time it desires, a 
  succubus can terminate the boon, inflicting 1d4 permanent Intelligence or 
  Charisma damage.
  VROCK (Type I)
  NO. ENCOUNTERED: 2-6
  SIZE: Medium
  HD: 9 (d10)
  MOVE: 30 ft., 60 ft. (fly)
  AC: 22
  ATTACKS: 2x Talons +1 (1d6+4), Beak +1 (1d8+4)
  SPECIAL: Demonic Attributes, Dive Attack, Immunities, Magical Natural 
  Weapons, Self-Destruction, Sonic Screech, Summoning, Talon Grasp
  SAVES: P
  INT: High
  ALIGNMENT: Chaotic Evil 
  TYPE: Extraplanar (demon) 
  TREASURE: 8
  XP: 3200 + 9
  The Vrocks are the aerial scouts and warriors of the demonic horde and are 
  most commonly found fighting with their mortal enemies, the erinyes, in the 
  Blood War. Otherwise, they are most typically found as elite retainers and 
  guards for high-ranking demons or their mortal allies. Stereotypically, a small 
  colony of Vrocks guards the entrances to the mountain fortress of the evil 
  demonic cult. Wherever they are found, though, the Vrocks are notorious for 
  their diving attack and vile sonic shriek. 
  COMBAT: Vrocks almost always open combat by diving out of the sky, 
  usually to attack the first target they see. They prefer to pick off and destroy 
  enemies individually rather than engage groups and almost always, if possible, 
  remain in the air. If a Vrock is encountered alone, it may very well break off its 
  attack and return after a short time to repeat the pattern. In groups, however, 
  they become bolder, using their sonic shrieks and dive attacks to keep enemies 
  off-kilter and unable to unite against them. 
  DEMONIC ATTRIBUTES: All individuals passing within the presence of a 
  demon must make a save against fear at the base charisma saving throw + the 
  demon’s hit dice. If they fail, they take a -2 penalty on all attack rolls and 
  saving throws while the demon is within sight. Demons are capable of speaking 
  and understanding any language, as well as using telepathy, and possess perfect 
  darkvision.
  DIVE ATTACK: When a Vrock is at least 100 feet in the air, it can make a 
  Dive Attack, moving up to 120 feet to its target in one round. The dive attack 
  does 6d6+4 damage to the unfortunate target and ensures their grasp in the 
  Vrock’s talons unless they make a dexterity saving throw, which negates 
  damage. A failed Dive Attack results in a -2 penalty to the Vrock’s rolls in the 
  next round, as it is somewhat winded. 
  IMMUNITIES: Vrocks can only be harmed by magical, cold iron or good-
  aligned weapons. They are immune to acid, poison, sonic attacks and fear.
  MAGICAL NATURAL WEAPONS: The Vrock’s natural weapons count as 
  +1 magical weapons. 
  SELF-DESTRUCTION: At any time, the Vrock can elect to destroy itself, 
  inflicting 10d10 explosive damage to all enemies within 60 feet. A successful 
  dexterity saving throw results in half damage. 
  SONIC SCREECH: The Vrock can make a powerful Sonic Screech, which 
  acts as the shout spell. 
  SUMMONING: A Vrock can summon another Vrock or a Babau once per day. 
  TALON GRASP: If a Vrock hits with both of its talon attacks, it can grasp an 
  enemy in its talons. Vrocks are capable of lifting Small or Medium enemies into 
  the air and dropping them. The target receives a strength saving throw to 
  break free from the Vrock’s talons before the creature starts to lift it up, and 
  another one each round. When a Vrock reaches 100 feet, it will drop their 
  enemy. 
  335
  
  MONSTERS
  DEMON (Version 2)
  All Demons have the following powers:
  •
  Summon (1/day) either 1 other creature of equal rank (20%) or 1d4 
  of lower rank (30%) or 2d4 creatures of two lower ranks (50%). If all 
  else fails any Infernals can summon Lemures.
  •
  Immunity to Fire and poison; Damage from cold and Acid.
  •
  Telepathy with a range of 60 feet.
  •
  Deepvision 60 feet.
  •
  Detect Invisible, Darkness
  •
  Powers listed under “SPECIAL” below are at will powers and usable 
  one per round unless otherwise specified.
  BALOR (Type VI)
  NO. ENCOUNTERED: 1-2
  SIZE: Large
  HD: 15 (d8)
  MOVE: 40-90 ft.
  AC: 23
  ATTACKS: Vorpal Sword (1d12+1), Whip (3d6)
  SPECIAL: Scare, Levitate, Telekinesis, Detect Magic, Read Magic, 
  Comprehend Languages, Dispel Magic, Pyrotechnics, Polymorph Self, Project 
  Image, Symbol of Fear/discord (as Spells), SR 15 (Can only be hit by magic 
  weapons)
  SAVES: M, P
  INT: Supra-Genius
  ALIGNMENT: Chaotic Evil
  TYPE: Demon
  TREASURE: 15
  XP: 1600+16
  These powerful abominations are the closest of their kind to devilkind in 
  appearance, with goat hooves, red hides, and horns upon their brows. They use 
  weapons more often than claws, usually whips or nets to entangle foes and 
  swords to stab and cut.
  CUBI
  NO. ENCOUNTERED: 1-2
  SIZE: Medium
  HD: 6 (d8)
  MOVE: 30 ft., 50 ft. (fly)
  AC: 20
  ATTACKS: 2 Claws (1d3)
  SPECIAL: Energy Drain (1 level), Polymorph Self, Etherealness, Charm
  Person, Claraudience, Suggestion (as Spells), SR 14 (Can only be hit by
  magic weapons)
  SAVES: M
  INT: Genius
  ALIGNMENT: Chaotic Evil
  TYPE: Demon
  TREASURE: 6
  XP: 650+6
  Cubi are demons that appear as beautiful humans with horns and bat wings. As 
  they are shapeshifters they can take on any gender; though the females are 
  referred to as Succubi and the males Incubi. The are the physical manifestation 
  of the dark side of passion and use seduction to get close to their prey.
  GLABREZU (Type III)
  NO. ENCOUNTERED: 1-6
  SIZE: Large
  HD: 11 (d8)
  MOVE: 40 ft.
  AC: 24
  ATTACKS: 2 Pincer (2d6), 2 Claw (1d3), Bite (1d4+1)
  SPECIAL: Scare, Levitate, Telekinesis, Pyrotechnics, Polymorph Self (as 
  Spells), SR 12
  SAVES: P
  INT: Superior
  ALIGNMENT: Chaotic Evil
  TYPE: Demon
  TREASURE: 11
  XP: 800+10
  Glabrezu are massive creatures appearing as a cross between an ogre and a dog, 
  with both parts emitting the odor of decay. Four arms emerge from its rotting 
  torso, with claws that strive to rend and tear all before it.
  HEZROU (Type II)
  NO. ENCOUNTERED: 1-6
  SIZE: Large
  HD: 10 (d8)
  MOVE: 30 ft.
  AC: 23
  ATTACKS: 2 Claw (1d4), Bite (4d4)
  SPECIAL: Scare, Levitate, Telekinesis (as Spells), SR 11
  SAVES: P
  INT: High
  ALIGNMENT: Chaotic Evil
  TYPE: Demon
  TREASURE: 9
  XP: 750+8
  These denizens of the second circle appear as huge demonic Troglodytes and 
  relish carnage and destruction. They use stealth to approach their prey, which is 
  easy on this Typhonic circle), but when battle begins they fight with mad 
  bloodlust and to the death.
  MARILITH (Type V)
  NO. ENCOUNTERED: 1-6
  SIZE: Large
  HD: 12 (d8)
  MOVE: 30 ft.
  AC: 27 (22 coils)
  ATTACKS: Constrict (1d6+1) or 6 Weapons
  SPECIAL: Scare, Levitate, Telekinesis, Comprehend Languages, Polymorph 
  Self, Pyrotechnics, Project Image, Symbol of Fear/discord (as Spells), SR 16 
  (Can only be hit by magic weapons)
  SAVES: M, P
  INT: Genius
  ALIGNMENT: Chaotic Evil
  TYPE: Demon
  TREASURE: 12
  XP: 1400+12
  Marilith are a chaotic combination of snake and humanoid, with the coils of a 
  large serpent below their waists and a green-skinned humanoid body. This 
  body, while human in appearance, is larger than most humans and has six arms; 
  all of which can attack with claws or handheld weapons. Some are spellcasters, 
  and rise high in arcane and unholy magics.
  336
  
   
  NALFESHNEE (Type IV)
  NO. ENCOUNTERED: 1-6
  SIZE: Large
  HD: 11 (d8)
  MOVE: 30-50 ft.
  AC: 22
  ATTACKS: 2 Claw (1d4), Bite (2d4) SPECIAL: Scare, Levitate, Telekinesis, 
  Detect Magic, Comprehend Languages, Dispel Magic, Polymorph Self, Project 
  Image, Symbol of Fear/discord (as Spells), SR 13 (Can only be hit by magic 
  weapons)
  SAVES: P
  INT: High
  ALIGNMENT: Chaotic Evil
  TYPE: Demon
  TREASURE: 11
  XP: 1000+11
  A horrid creature that combines the worst aspects of a carnivorous ape and a 
  wild boar. It has tiny batwings that emerge from its back, and despite their size 
  can carry the hairy horrors through the air with ease.
  VROCK (Type I)
  NO. ENCOUNTERED: 1-6
  SIZE: Large
  HD: 9 (d8)
  MOVE: 30 ft., 50 ft. (fly)
  AC: 20
  ATTACKS: 2 Claw (1d4), Bite (1d8)
  SPECIAL: Telekinesis (as spell), SR 10
  SAVES: P
  INT: Inferior
  ALIGNMENT: Chaotic Evil
  TYPE: Demon
  TREASURE: 8
  XP: 500+5
  This avian monstrosity appears to be a tall, cadaverously thin mix of vulture and 
  man, with claws and filthy visage. Its feathers and fur are spotted and mangy, 
  leaving white leprous skin visible in patches across its form.
  DEMON LORD
  AZAZEL (The Dual Prince)
  NO. ENCOUNTERED: Unique
  SIZE: Medium
  HD: 258 (22d10+110)
  MOVE: 40 ft., 60 ft. (fly)
  AC: 32
  ATTACKS: 2x Sword of Slaying +4 (d8+10), 2x Unholy Avenger +5 (d8+11)
  SPECIAL: Aura of Dark Charm, Aura of Rage, Class Abilities, Demonic Aura, 
  Dual Nature, Immunities, Spell-Like Abilities, Summoning, Touch of Evil
  SAVES: M, P
  INT: Superior
  ALIGNMENT: Lawful Evil and Chaotic Evil
  TYPE: Extraplanar (demon) 
  TREASURE: Sword of Slaying +4, Unholy Avenger + 5
  XP: 200,000
  The right half of Azazel appears as a handsome devil in the bloom of young 
  adulthood, with the blue skin and dark hair much like his sister, Proserpina. His 
  left half is a horrifically distorted reptilian demon, with a permanent expression 
  of sadistic glee upon its half of his face. His right wing has black raven feathers 
  and his left wing is like that of a bat. 
  HISTORY: Azazel was born in the Inner Sanctum of Satan’s Unholy Cathedral 
  in the centre of the Ninth Circle of Hell, the son of Satan and his wife, the 
  demonic princess Lilith. Azazel’s early life was concerned mostly with intense 
  training, and he quickly became a powerful and respected warrior. When Satan 
  launched his great War against Heaven, Azazel earned a reputation as one of the 
  fiercest warriors in the fiendish host. When Satan disappeared at the climax of 
  his great war against Heaven, however, Azazel found himself lost. He left Hell 
  with his mother, Lilith and returned to the layer of the Abyss she called home, 
  establishing himself as a powerful princeling of that realm. 
  He soon embraced his new identity as a demon, and became one of the most 
  respected demonic generals in the Blood War in an era of great success for the 
  demonic horde- the demons at one point possessed nearly half of the First Circle 
  of Hell and were pressing hard upon the entrance to the Second Circle of Hell. 
  However, the civil war in Hell that allowed the great success of the demonic 
  hordes soon came to an end and the Infernal legions soon launched a great 
  campaign of reconquest. 
  It was a bitter irony that the commander of the Infernal armies was none other 
  than his sister, Proserpina, who had aligned herself completely with the devils 
  and had married none other than Asmodeus, the ruler of Hell. Azazel, 
  identifying himself fully as a demon, found it a bitter insult that one of his blood 
  would align himself so completely with a mere counsellor and advisor of their 
  father- who he was sure was not a true devil but, entirely, a fallen angel. 
  Azazel soon planned a great attack on a recently reconquered Infernal fortress, 
  one where he knew that Proserpina was present in person. Ultimately, the 
  Infernal and Abyssal forces clashed in a titanic struggle, and Azazel and 
  Proserpina met in person. While Azazel was, by far, the physically stronger of 
  the two combatants, the wily Proserpina managed to outwit him in their battle, 
  and managed to cast a spell upon him which brought out and shattered his 
  identity, permanently dividing his devilish and demonic personae, reflected in 
  his visage. 
  And then, in a gesture far crueler than killing him, she let Azazel live, 
  permanently marked as a mixture of devil and demon. Azazel remains in the 
  shattered no-fiend’s land between Hell and the Outer Abyss, gathering his 
  forces and hoping that one day he can return to destroy his sister once and for 
  all, and storm deep into Hell itself … 
  COMBAT: In his demonic aspect, Azazel is a ferocious combatant, relying on 
  his brute melee power to swiftly destroy his enemies. He revels in encouraging 
  wanton slaughter and inspiring fear in his enemies above all else. As a devil, 
  Azazel is more strategic in his considerations, using more of his spell-like 
  abilities and carefully assuring that he has the best possible strategic position. 
  AURA OF RAGE: In his demonic aspect, all creatures coming within 100 feet 
  of Azazel must make a charisma saving throw or fall into a state of random 
  and insatiable anger, attacking the nearest enemy mindlessly. Each round after 
  falling into the effect, they gain a new save. Azazel can choose to negate this 
  effect if he wishes, but he rarely does, delighting in the random carnage that 
  results. 
  AURA OF DARK CHARM: In his devilish aspect, all creatures coming 
  within 100 feet of Azazel must make a charisma saving throw or be charmed, 
  seeing Azazel as their ally and rightful leader. They will not undertake actions 
  that are overtly suicidal, but they would be willing to do almost anything else 
  for their leader. Each round, they receive a new save to break the effect. 
  CLASS ABILITIES: When his demonic aspect is dominant, he wields the 
  powers of a 20th level berserker (as Half-Orc Berserker), and when his devilish 
  aspect is dominant, he wields the powers of a 20th level blackguard. 
  DEMONIC AURA: All individuals passing within the presence of a demon 
  must make a save against fear at the base charisma saving throw + the 
  demon’s hit dice. If they fail, they take a -2 penalty on all attack rolls and 
  saving throws while the demon is within sight.
  DUAL NATURE: Azazel’s psyche has permanently been broken into two 
  portions, which frequently war with each other. Once every 1d6 rounds, Azazel 
  must switch personalities from devilish to demonic, or vice versa. When he 
  does so, Azazel recovers hit points equal to d10+22, and must use the class 
  abilities and spell-like abilities of that aspect. Every round, the CK should also 
  roll a d20 and if Azazel receives a 20 on that roll, he gains a round of united 
  action, allowing him to essentially take two turns in one, one using the devilish 
  powers, the other using the demonic powers. 
  IMMUNITIES: As a demon lord, Azazel is immune to weapons of less than 
  +4 enchantment- in his devilish aspect he is vulnerable to +2 weapons of good 
  alignment or silver, in his demonic aspect he is vulnerable to +2 weapons of 
  good alignment or cold iron. He is always immune to poison, charm, fear, 
  polymorph, petrifaction and death spells. His demonic aspect is also 
  invulnerable to acid, and his devilish aspect is also immune to fire. Azazel has 
  337
  
  MONSTERS
  an SR of 12. 
  SPELL-LIKE ABILITIES: Azazel emits a constant magic circle against good 
  and enjoys constant true sight. In his demonic aspect, he can cast darkness, ray 
  of enfeeblement, desecrate, dispel magic, animate dead, fear, bestow disease, 
  accelerate poison, plane shift, cloudkill, blade barrier, ethereal jaunt, teleport 
  without error and blasphemy at will, and earthquake, fire storm, unholy aura, 
  mass harm, antipathy, gate and bind the soul up to three times per day. In his 
  devilish aspect he can cast darkness, detect thoughts, invisibility, desecrate, 
  dispel magic, fireball, suggestion, wall of fire, cloudkill, control weather, geas, 
  mass suggestion, teleport without error and project image at will, and mass 
  charm, gate, bind the soul, meteor swarm and power word kill up to three times 
  a day. In either form, he can cast wish once per day. 
  SUMMONING: Azazel can summon up to 30 HD of any demons he desires 
  once per day. 
  TOUCH OF EVIL: Twice per day, Azazel can use his corrupting touch to 
  make an individual temporarily seem evil. Their alignment does not actually 
  change, but they seem as evil-aligned to alignment-detecting powers and lose 
  any abilities related to a good alignment for 1d4 days, unless they benefit from 
  an atonement, a wish, or a miracle. 
  DEMOGORGON (King of Demons, The Deplorable Word)
  NO. ENCOUNTERED: Unique
  SIZE: Large
  HD: 476 (30d10+270)
  MOVE: 40 ft.
  AC: 40
  ATTACKS: 4x Huge unholy weapon +5 (3x regular weapon dice +13)
  SPECIAL: Aura of Greater Darkness, Aura of Suicidal Despair, Demonic 
  Aura, Deplorable Word, Energy Drain, Immunities, Malleable Form, Spell-Like 
  Abilities, Summoning, Unhallowed Name
  SAVES: M, P
  INT: Godlike
  ALIGNMENT: Chaotic Evil 
  TYPE: Extraplanar (demon) 
  TREASURE: 
  XP: 350,000
  Demogorgon’s exact appearance is impossible to say because he is capable of 
  altering his form almost endlessly. In general though, it is accurate to say that 
  Demogorgon typically favors massive sizes, around twenty feet tall and that his 
  mass is composed of some horrific black ichor, which is capable of warping or 
  hardening as he desires. 
  HISTORY: None knows when, or even if Demogorgon had a beginning, but it 
  is known that Demogorgon is one of the very most ancient demons- he himself 
  claims to be the first, but such claims are shaky, as demonkind’s history 
  stretches back farther than that of Creation. It is known that, while Demogorgon 
  claims the title of King of Demons, he does not have the same suzerainty that 
  Asmodeus enjoys over his devilish subjects. Still, his name and reputation are 
  holy amongst the demons and as much as Azazel, Orcus, Lolth and other 
  powerful Demon Princes and Princess would wish to challenge his title, all 
  quail before his titanic might. 
  The true mystery for many is why Demogorgon does not aspire to full godhood- 
  surely his power rivals those of the gods, and exceeds that of the avatars that the 
  gods use when interacting with mortals and other extraplanars. The truth is, 
  though, that Demogorgon considers godhood to be a false honor- he loathes that 
  he is the object of worship amongst demons and possesses a perfect hatred for 
  all life, even the twisted life of the Abyss. There is nothing that Demogorgon 
  would like more than to annihilate everything and then destroy himself, ending 
  his wretched existence. 
  It is believed by some, though, that it is impossible, or even undesirable to truly 
  destroy Demogorgon, as he is an intrinsic part of the universe and its Creation, 
  as much as he would seek to have it undone. Others, however, take offense at 
  this, arguing that no deity could possibly include such a cosmically vile entity 
  as part of a plan. 
  COMBAT: Demogorgon will inevitably, always, speak the Deplorable Word 
  when encountered in combat. Following that, Demogorgon will typically divide 
  his ferocious attacks amongst members of the party, using his vast reach to 
  brutally punish four different individuals in a single round. He will typically 
  take some time to summon demons, if the battle is proving difficult. Should 
  Demogorgon actually be losing a combat, he will take himself back to the 
  Abyss. Even if he has lost a battle, Demogorgon knows that he has wrought 
  immense destruction.
  AURA OF GREATER DARKNESS: The presence of Demogorgon in an area 
  snuffs out all light, common and magical, save for the light emitted by powerful 
  holy sources (15th level clerics or higher, +3 or greater good-aligned magical 
  weapons), with the ensuing magical darkness being impenetrable to even 
  creatures with darkvision. If he is outside on a sunny day than there will be an 
  immediate eclipse of the sun. 
  AURA OF SUICIDAL DESPAIR: All creatures within 100 feet of 
  Demogorgon must immediately make a charisma saving throw or immediately 
  begin trying to kill themselves with the most powerful weapons at their 
  disposal. If they survive the first round of this effect, they gain another save. 
  DEMONIC AURA: All individuals passing within the presence of a demon 
  must make a save against fear at the base charisma saving throw + the 
  demon’s hit dice. If they fail, they take a -2 penalty on all attack rolls and 
  saving throws while the demon is within sight.
  DEPLORABLE WORD: Once per day, Demogorgon can speak the 
  Deplorable Word, which forces an immediate charisma saving throw against 
  death for all living things within 2d20 miles of Demogorgon’s current position, 
  whether it be bacteria, fungi, plants, animals, humanoids or dragons. All 
  organisms that fail their charisma saving throw are instantly killed and their 
  bodies erased from existence, often leaving a faint black outline of their bodies 
  on a nearby wall. A successful save does not result in any damage, but the 
  subject must make another charisma saving throw to avoid going permanently 
  insane from hearing the Deplorable Word. This insanity can only be ended with 
  a wish or miracle. In addition, all good and lawful-aligned extraplanar beings 
  must make a charisma saving throw or be obliterated. 
  ENERGY DRAIN: Any enemy struck with Demogorgon’s tentacles must 
  make a constitution saving throw or lose 1d4 levels. 
  IMMUNITIES: As a demon lord, Demogorgon is immune to weapons of less 
  than +4 magical enchantment, or +2 weapons that are either made of cold iron 
  or good-aligned. Demogorgon is immune to acid, poison, disease, charm, fear, 
  polymorph, petrifaction and death spells. Demogorgon has SR of 12. 
  MALLEABLE FORM: Demogorgon’s form is highly malleable and shapable, 
  giving him the ability to alter his shape at will. It also allows him to reach up to 
  60 feet with his melee attacks and gives him damage reduction of 3. This ability 
  also allows Demogorgon to reduce himself to liquid form and flow through 
  from even the tiniest cracks underneath doors and between doors and walls. 
  Demogorgon can shape any part of his body into the equivalent of Huge unholy 
  weapons +5, which do 3d6 bonus damage to all good-aligned creatures. 
  MOVE IN SHADOWS: Demogorgon is capable of moving freely inside the 
  magical shadows that he creates, and can move any distance in this supernatural 
  darkness. 
  SPELL-LIKE ABILITIES: Demogorgon enjoys the benefit of control 
  weather, true seeing, unhallow and magic circle against good/law permanently. 
  He is also capable of casting fly, dispel magic, fear, polymorph, animate dead, 
  cloudkill, hold monster, teleport without error, feeblemind, nightmare, 
  disintegrate, plane shift and geas at will, and dreaming, imprisonment, power 
  word kill, meteor rain, time stop or wish twice per day. 
  SUMMONING: Once per day, Demogorgon can summon up to 40 HD of any 
  demons. 
  UNHALLOWED NAME: The mere act of speaking Demogorgon’s name 
  carries a small chance of summoning him to the earthly realms. If any player 
  character speaks Demogorgon’s name, ever, roll a d100. If it comes up as lower 
  than 90, nothing happens. If it comes up 90 to 99, 2d20 HD of demons of the 
  CK’s choice are gated in to destroy they that would speak their master’s name. 
  If it comes up as 100, Demogorgon himself is summoned. He will immediately 
  speak the Deplorable Word and then attempt to kill the speaker, if the speaker 
  has not been killed yet, then he will typically summon several demonic 
  followers and return to hell. 
  338
  
   
  LILITH (The Scarlet Whore, Mother of Demons)
  NO. ENCOUNTERED: Unique
  SIZE: Medium
  HD: 288 (27d10+108)
  MOVE: 30 ft., 60 ft. (fly)
  AC: 32
  ATTACKS: 2x Claws +4 (1d6+7), Tail Slap (2d4+7)
  SPECIAL: Aura of Dark Beauty, Aura of Unholy Creation, Demonic 
  Attributes, Immunities, Magical Natural Weapons, Spell-Like Abilities, 
  Summoning, Unholy Gestation, Wasting Touch
  SAVES: M, P
  INT: Godlike
  ALIGNMENT: Chaotic Evil
  TYPE: Extraplanar (demon) 
  TREASURE: 
  XP: 350,000
  Lilith is a tall and beautiful woman, with fair skin, dark hair and blood red lips, 
  with sharpened teeth and dark brown, nearly black eyes. She lacks virtually all 
  outward signs of demonism, and looks essentially like a beautiful, pregnant, 
  seven-foot tall human. 
  HISTORY: The origins of Lilith are shrouded in mystery- it is known that she 
  is among the very oldest of the demons, and there are rumours that she is 
  Demogorgon’s daughter, though why such a nihilistic being would ever 
  reproduce defies all logic. Lilith does not generally mind these rumours and 
  often encourages them, though she remains mysterious herself. Another theory 
  is that she was actually the first human woman, corrupted into an evil form 
  beyond all others- one that she similarly subtly encourages without openly 
  admitting. Perhaps there is some truth in both of these stories- or neither. 
  As one of the oldest and most powerful of the demon lords in her own right, it 
  was naturally expected that Lilith would be a fearsome leader of the Abyssal 
  Horde. When she married Satan, the original Lord of Hell and the original devil, 
  many of her demonic followers were genuinely dismayed- the devils had been 
  their archenemies for millennia already and had wrested several planes from the 
  grip of the Abyss. Lilith for her part refused to justify her decision, and by all 
  accounts, the marriage was a successful one, with twins being born shortly after 
  the marriage was formally contracted. 
  The dual life of Lilith as the Queen of Hell and the ruler of several Abyssal 
  realms in her own right was brought to a screeching halt with the failed invasion 
  of Heaven and the Infernal civil war which soon ousted her from the Infernal 
  realm altogether. One of her children, Azazel, chose to follow her into the 
  Abyss, while Proserpina, more of her father’s daughter, remained behind in 
  Hell. 
  The return to the Abyss was not an easy one for Lilith as she was looked down 
  upon as being a traitor to her kind. However, through her personal wiles and 
  sheer power she was able to regain her position as one of the preeminent rulers 
  of the Abyss. It is believed that Demogorgon himself played a role in her return 
  to power, though as with all things involving the King of Demons, his true role 
  in events were obscured. 
  Now returned to her rightful place as an Abyssal Lord of the highest order, 
  Lilith continues to expand her power, also grooming her son, Azazel, to play a 
  greater role in the affairs of the Abyss in his own right. Lilith has also created 
  and expanded a large Earthly cult in her name, with evil seducers, assassins and 
  the malevolent Drow of the Underworld worshiping her, both openly and in 
  secret. 
  COMBAT: Lilith tends to disdain personal combat, but if she cannot avoid it, 
  she will not hold back on her magical power, most commonly invoking her 
  unborn son’s power in mentally controlling a single opponent, or invoking time 
  stop or meteor rain on multiple enemies. She herself will typically immediately 
  summon assistance and then stay in the background, using her spawned minions 
  to provide distance between her and enemies, pelting them with powerful spells. 
  If pressed to the point of defeat, Lilith will always choose to retreat rather than 
  fight to the death.
  Aura of Dark Beauty: Anyone who can see Lilith must make a charisma saving 
  throw or be instantly charmed by the fiend.
  AURA OF UNHOLY CREATION: Every round that Lilith is threatened, 
  somewhere within 100 feet of her, a demon of 1-10 HD is created who is totally 
  loyal to her. Roll a d10 each round to determine which type of demon is created, 
  always rounding down. 
  DEMONIC ATTRIBUTES: All individuals passing within the presence of a 
  demon must make a save against fear at the base charisma saving throw + the 
  demon’s hit dice. If they fail, they take a -2 penalty on all attack rolls and 
  saving throws while the demon is within sight. Lilith can suppress this effect at 
  will. Demons are capable of speaking and understanding any language, as well 
  as using telepathy, and possess perfect darkvision.
  IMMUNITIES: Lilith is immune to any magical weapons of less than +4 
  enchantment, or good-aligned or silver weapons of less than +2 enchantment. 
  She is additionally immune to acid, poison, fear, charm, disease, polymorph, 
  death and petrifaction effects. Lilith has an SR of 12. 
  MAGICAL NATURAL WEAPONS: Lilith’s natural weapons count as +4 
  magical weapons. 
  SPELL-LIKE ABILITIES: Lilith has permanent true sight and constantly 
  creates a magic circle against good. She can cast charm monster, doom, hold 
  monster, dispel magic, mirror image, darkness, suggestion, paralysis, teleport 
  without error, plane shift and unholy blight at will. She can cast unholy word, 
  mental domination, unholy aura, finger of death, trap the soul, project image 
  and limited wish three times per day, and gate, energy drain, implosion, mass 
  hold monster, and wail of the banshee once per day. 
  SUMMONING: Lilith can summon up to 30 HD of any Chaotic or Neutral 
  Evil creatures she desires once per day. 
  UNHOLY GESTATION: Lilith has been pregnant with Abaddon, the third 
  child of Satan for some millennia and despite being still a fetus, the being 
  already possesses terrifying power. Once per day, Abaddon can attempt to 
  dominate an individual, most commonly using them to articulate its desires and 
  then ordering the creature to attempt suicide. Twice per week, Abaddon can cast 
  time stop or meteor rain on behalf of its mother. At any time, Abaddon can 
  communicate with telepathy, but usually prefers not to. Should Lilith be slain in 
  combat, Abaddon will survive the death of his mother and rise as a creature to 
  be fought, and is considered to be an 18 HD creature with the powers and 
  abilities of a balor. Even creatures normally immune to mind-altering magic are 
  not immune to Abaddon’s domination ability. 
  WASTING TOUCH: Whenever Lilith strikes an enemy with her natural 
  weapons, or otherwise touches an enemy and wills it, they must make an 
  immediate charisma saving throw or lose 1d4 levels. 
  DEVIL (Version 1)
  BARBAZU (Bearded Devil)
  NO. ENCOUNTERED: 1-2, 4-6
  SIZE: Medium
  HD: 6 (d10)
  MOVE: 
  AC: 18
  ATTACKS: Cold Iron Glaive +1 (2d4+4), or Claws (1d6+3)
  SPECIAL: Devastating Critical, Devilish Attributes, Infernal Wounds, 
  Immunities, Reach, Summoning
  SAVES: P
  INT: Low
  ALIGNMENT: Lawful Evil
  TYPE: Extraplanar (devil)
  TREASURE: Cold Iron Glaive +1
  XP: 570+6
  The shock troops of Infernal Armies, the Bearded Devils are formidable 
  warriors, wielding vicious, magical glaives with devastating power and skill. 
  Most frequently, Bearded Devils are found as the leaders of troops of Infernal 
  Legionnaires, or as bodyguards to diabolists or more elite devils, such as the 
  Bone Devils. While not nearly as cunning as their devilish superiors, they are 
  incredibly tenacious and vicious fighters. 
  COMBAT: Bearded Devils are quite straightforward, seeking to use their long 
  glaives to maximum effect. They frequently use the reach qualities of their 
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  MONSTERS
  weapons to better advantage, striking from behind Infernal Legionnaires or 
  Lemures or using them to gain a flanking position. Bearded Devils are fierce 
  and proud, and will invariably fight to the death, unless they are required to 
  retreat by their overlords.
  DEVASTATING CRITICAL: When a bearded devil gains a critical hit 
  (natural 20), it does double damage, rather than simply maximum damage. The 
  Strength modifier for damage is doubled as well. 
  DEVILISH ATTRIBUTES: Like all true devils, Bearded Devils have the 
  ability to assume the shape of a humanoid creature, disguising their infernal 
  nature and alignments. Attempts to magically detect alignment must make a 
  successful Wisdom check at 18 + 16 or roll a natural 20. True seeing will punch 
  through this disguise, however. A Bearded Devil also has the ability to speak in 
  any language she desires, as well as to use telepathy. Whenever he speaks, all 
  within hearing range will hear her words in their native language, unless he 
  specifically wills otherwise. As all devils, Bearded Devils have flawless 
  darkvision.
  INFERNAL WOUNDS: Wounds inflicted by a Bearded Devil inflict 1d4 
  additional damage per round from profuse bleeding and cannot be stopped by 
  regular means- only magical potions or spells will heal the Infernal wound. 
  IMMUNITIES: Bearded Devils require +1 or greater magical weapons, or any 
  weapons that are good-aligned or made of silver to harm them. They are 
  immune to fire, poison and fear. 
  REACH: Bearded Devils can reach up to 10 feet with their long glaives. 
  SUMMONING: Once per day, a Bearded Devil can summon 1d6 Infernal 
  Legionnaires. 
  CORNUGON (Horned Devil)
  NO. ENCOUNTERED: 1
  SIZE: Large
  HD: 16 (d10)
  MOVE: 30 ft., 60 ft. (fly)
  AC: 29
  ATTACKS: 2x flaming greatsword +2 (2d10+5 dmg + 1d6 fire damage) or 2x 
  claws +2 (2d6+5 dmg), Tail Slap +1 (2d4+4 dmg)
  SPECIAL: Bleeding Wounds, Devilish Attributes, Immolating Strike, 
  Immunities, Spell-Like Abilities, Stun, Summoning, Weapon Shaping
  SAVES: P
  INT: High
  ALIGNMENT: Lawful Evil 
  TYPE: Extraplanar (demon) 
  TREASURE: flaming weapon +2 
  XP: 13100+16
  The elite commanders of Hell’s armies, Horned Devils are most typically found 
  on the frontlines of the eternal Blood War, or serving as bodyguards and 
  retainers for the archdevils in their fortresses. When summoned to Earth, it is 
  usually because a powerful diabolist requires their physical might, or a corrupt 
  warrior desires the powerful boons they can grant those willing to bargain with 
  them. If they have made their way to the earthly realm through their own 
  efforts, rather than being summoned, it is typically with a small army of devils 
  at their side. 
  COMBAT: Horned Devils are fierce combatants, who relish physical combat 
  with enemies more than anything and prefer to lead their minions from the 
  frontlines. While they relish physical combat, they are not fools, and will seek 
  to position themselves for maximum advantage, ensuring that they or their allies 
  are flanking enemies. Horned Devils hate the presence of the holy and will 
  naturally gravitate towards paladins or clerics in the enemy ranks first, striking 
  them mercilessly with their most powerful weapons. Fiercely brave, they rarely 
  retreat in the face of defeat and almost always fight to the death.
  BLEEDING WOUNDS: Any enemy struck by a Horned Devil's natural 
  weapons (claws or tail) lose 1d2 Con per round for 1d12 rounds, unless 
  restored or healed. For every 4 Constitution lost, 2 Strength and Dexterity are 
  lost as well. 
  DEVILISH ATTRIBUTES: Like all true devils, Horned Devils have the 
  ability to assume the shape of a humanoid creature, disguising their infernal 
  nature and alignments. Attempts to magically detect alignment must make a 
  successful Wisdom check at 18 + 16 or roll a natural 20. True seeing will punch 
  through this disguise, however. A Horned Devil also has the ability to speak in 
  any language she desires, as well as to use telepathy. Whenever he speaks, all 
  within hearing range will hear her words in their native language, unless he 
  specifically wills otherwise. As all devils, Horned Devils have flawless 
  darkvision. 
  IMMOLATING STRIKE: Whenever a Horned Devil gains a natural 20 (a 
  critical hit) with its flaming weapon, the target is set on fire, taking 2d6 fire 
  damage per round for 1d6 rounds. 
  IMMUNITIES: Horned Devils cannot be harmed by magical weapons of less 
  than +2 enchantment, or weapons that are either made of silver or are good-
  aligned. Horned Devils are immune to fire, poison, charm, fear, polymorph, 
  petrifaction and death spells. 
  NATURAL MAGICAL WEAPONS: The claws of a Horned Devil are 
  considered to be +2 magical weapons. 
  SPELL-LIKE ABILITIES: Horned Devils can cast fireball, teleport without 
  error, true seeing, dispel magic and wall of fire at will, and they can cast fire 
  storm twice per day. 
  STUN: Any being who is struck by a Horned Devil’s weapon must make a 
  constitution saving throw or be stunned for 1d4 rounds. 
  SUMMONING: A Horned Devil can summon 1 bone devil, 1 ice devil, 2 
  erinyes, 1d4 barbed devils, 1d6 bearded devils or 2d8 infernal legionnaires once 
  per day.
  WEAPON SHAPING: A Horned Devil can shape its flaming greatsword into 
  any +2 flaming magical weapon it desires. 
  DUKE OF HELL
  NO. ENCOUNTERED: 1
  SIZE: Large
  HD: 22 (d10) 
  MOVE: 30 ft., 60 ft. (fly) 
  AC: 32
  ATTACKS: 2x Claws (2d6+8 dmg), Tail Slap (2d4+5 dmg)
  SPECIAL: Aura of Command, Aura of Terror, Breath of Hellfire, Decapitating 
  Bite, Devilish Attributes, Hellfire Mastery, Immunities, Magical Natural 
  Weapons, Reach, Spell-Like Abilities, Strategic Movement, Summoning, Tail 
  Constrict, Wing Buffet
  SAVES: M, P
  INT: Godlike
  ALIGNMENT: Lawful Evil 
  TYPE: Extraplanar (devil) 
  TREASURE: 
  XP: 60000+22
  The Dukes of Hell are the elite amongst the ranks of Pit Fiend and are found 
  almost entirely at the right hand of archdevils, or leading huge demonic armies. 
  These Dukes are extraordinarily powerful foes, often comparable in power to 
  their evil masters, the archdevils. Many Dukes have only nominal allegiance to 
  one of the archdevils and have staked out sizable realms of their own within the 
  Nine Circles, and also in the portions of the Abyss that are currently under 
  Infernal control.
  AURA OF COMMAND: As Pit Fiend
  AURA OF TERROR: As Pit Fiend
  BREATH OF HELLFIRE: Does 22d10 damage. 
  CLASS ABILITIES: Dukes of Hell have the abilities of a 20th level individual 
  in one player class, typically blackguard or fighter. 
  DECAPITATING BITE: As Pit Fiend. 
  DEVILISH ATTRIBUTES: As Pit Fiend. 
  HELLFIRE MASTERY: As Pit Fiend. 
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  IMMUNITIES: As Pit Fiend. 
  MAGICAL NATURAL WEAPONS: As Pit Fiend. 
  REACH: As Pit Fiend
  SPELL-LIKE ABILITIES: As Pit Fiend.
  STRATEGIC MOVEMENT: As Pit Fiend. 
  SUMMONING: Can summon up to 22 HD of devils. 
  TAIL CONSTRICT: As Pit Fiend. 
  WING BUFFET: As Pit Fiend. 
  ERINYES
  NO. ENCOUNTERED: 1-2, 4-6
  SIZE: Medium
  HD: 10 (d10)
  MOVE: 30 ft., 60 ft. (fly)
  AC: 23
  ATTACKS: 2x +1 Weapon (+4 damage, +1d6 bonus flame damage)
  SPECIAL: Covenant of Destruction, Devilish Attributes, Hair Rope, 
  Immunities, Magical Bracers, Summoning, Toughness
  SAVES: P
  INT: High
  ALIGNMENT: Lawful Evil
  TYPE: Extraplanar (devil)
  TREASURE: +1 flaming magical weapon or shield.
  XP: 3300 + 10
  The Erinyes are the elite warriors of Hell’s armies and are additionally charged 
  with carrying out Hell’s grim justice, hunting down and destroying those who 
  have wronged their devilish masters or hindered their agendas. While physically 
  beautiful, erinyes lack the sensuality of Tempter Devils or Succubi, and live 
  entirely for combat and bloodshed. In the great hierarchy of Hell, Erinyes are 
  considerably elevated in rank, and many occupy positions of considerable 
  authority in Hell.
  COMBAT: Erinyes tend to use their ability to fly, along with their immense 
  skill with powerful composite bows to rain flaming death upon enemies. They 
  are also particularly fond of using their magical ropes to trap enemies, dragging 
  them high up into the sky and dropping them from great heights. Though they 
  enjoy the carnage of warfare immensely, they are also disciplined and 
  intelligent fiends, and are willing to accept orders from more elevated fiends.
  Erinyes can be found serving mortals as well, though they detest such service 
  and frequently turn upon mortal masters as soon as is possible, killing them as 
  brutally as their minds can manage. They can be found in the service of all of 
  the archdevils, but Proserpina is most famous for her elite guard of Erinyes 
  warriors.
  COVENANT OF DESTRUCTION: An erinyes has the ability to form a 
  covenant of destruction with an individual, allowing them to track that 
  individual, regardless of distance or time elapsed. It also allows them to teleport 
  themselves to within a few miles of the individual they are bonded with, 
  regardless of previous distance or plane. An erinyes can only be bonded in such 
  a way to one person at a time, and must continue hunting them until either they 
  or the erinyes is dead.
  DEVILISH ATTRIBUTES: Like all true devils, Erinyes have the ability to 
  assume the shape of a humanoid creature, disguising their infernal nature and 
  alignments. Attempts to magically detect alignment must make a successful 
  Wisdom check at the base CL + 10 or roll a natural 20. True seeing will punch 
  through this disguise, however. An Erinyes also has the ability to speak in any 
  language she desires, as well as to use telepathy. Whenever she speaks, all 
  within hearing range will hear her words in their native language, unless she 
  specifically wills otherwise. Erinyes have perfect darkvision. 
  HAIR ROPE: All Erinyes possess magical ropes made from their own hair, 
  which they can ensnare enemies with as a ranged touch attack, at up to 20 feet. 
  Once trapped, the Erinyes can pull on the rope to trip an enemy, or use it to 
  bring them aloft into the air. The trapped victim gets one immediate chance to 
  make a strength saving throw to break free from the hair rope, before the 
  erinyes is either capable of making a free trip attack, swinging the helpless 
  victim around or flying into the air with them. When an erinyes reaches 100 feet 
  in the air, they will let go of the rope, letting the unfortunate individual plummet 
  to earth.
  IMMUNITIES: Erinyes can only be damaged with +1 or greater magical 
  weapons, or silver/good-aligned weaponry. Erinyes are also immune to fire, 
  poison and fear spells. 
  MAGICAL BRACERS: All Erinyes possess magical bracers, which they can 
  shape into any +1 flaming weapon they desire, from a composite bow to a 
  lance. One of the bracers can also become a +1 shield, giving the Erinyes a total 
  bonus of +2 to AC.
  SUMMONING: An Erinyes can summon another Erinyes or 1d4 bearded 
  devils once per day.
  TOUGHNESS: Erinyes receive +2 bonus hit points per HD. 
  GELUGON (Ice Devil)
  NO. ENCOUNTERED: 1-2
  SIZE: Large
  HD: 13 (d10) 
  MOVE: 30 ft., 100 ft. (shift) 
  AC: 24
  ATTACKS: 2x Claws (2d4) or 2x Frost Spear +1 (2d6+1)
  SPECIAL: Devilish Attributes, Hivemind, Immunities, Mastery of Ice, Psionic 
  Abilities, Reach, Shifting, Strategic Maneuvering, Summoning, Touch of Frost
  SAVES: M, P
  INT: Godlike
  ALIGNMENT: Lawful Evil 
  TYPE: Extraplanar (devil) 
  TREASURE: Frost Spear +1
  XP: 9400+13
  Though Hell is full of strange and terrible creatures, the Ice Devils are probably 
  the most alien-seeming. Firstly, Hell is typically considered to be a uniformly 
  hot place and creatures known for their control over the forces of cold would 
  seem to be an odd fit. Secondly, most devils have recognizable features, such as 
  horns and prehensile tails, neither of which the Ice Devil possesses, their 
  physical form being more insecticidal than anything else. 
  However, for all of the odd appearance of the Ice Devils, they are one of the 
  most powerful and respected forms of devil, famous for their vastly developed 
  intellects and well-developed psionic abilities. Though their control over the 
  forces of cold is a formidable power, the ability of the ice devils to pool their 
  knowledge and manipulate their enemies, their allies and even the very 
  battlefield with the power of their minds make them even more powerful 
  enemies. 
  Ice Devils have a singular loathing for the presence of mortals, regarding them 
  as hopelessly stupid creatures with no sense of the ‘big picture’. Being the 
  keepers of knowledge and logisticians of Hell, they have little interest and much 
  lower capability to manipulate mortals as other devils do. Ice Devils prefer to 
  remain inside their frozen fortresses and work out epic, centuries-long plots, 
  either on behalf of their masters or themselves.
  DEVILISH ATTRIBUTES: Like all true devils, Ice Devils have the ability to 
  assume the shape of a humanoid creature, disguising their infernal nature and 
  alignments. Attempts to magically detect alignment must make a successful 
  Wisdom check at Case CL + 13 or roll a natural 20. True seeing will punch 
  through this disguise, however. Ice Devils do not speak, as they lack the correct 
  anatomy, but they can telepathically communicate in any language with 
  creatures. Unless the Ice Devil wishes otherwise, creatures will perceive the 
  telepathic communications of an Ice Devil in their own language. Ice devils 
  have perfect darkvision. 
  HIVEMIND: Ice Devils are capable of communicating with each other 
  telepathically instantaneously, and regardless of geographical or planar location. 
  This telepathy cannot be intercepted by any magic, unless the individual knows 
  the unique Ice Devil mindspeak. It also grants an Ice Devil a +4 bonus to all 
  Intelligence checks to test Knowledge. 
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  MONSTERS
  IMMUNITIES: +2 or greater magical weapons, or weapons that are made of 
  silver or good-aligned are required to damage the Ice Devil. Ice Devils are 
  immune to fire, cold, poison, and all mind-affecting spells and illusions. 
  MASTERY OF ICE: Ice Devils are masters of ice, and can intercept all ice-
  based attacks used against them and reflect them back at their opponents. Ice 
  Devils can also cast cone of cold, wall of ice, sleet storm and ice storm at will. 
  PSIONIC ABILITIES: Ice Devils possess constant true sight and can detect 
  thoughts on one intelligent creature once per round. Ice Devils can also cast 
  mirror image and charm monster at will. Ice Devils can cast telekinesis and 
  suggestion once per day. 
  REACH: The Ice Devil’s frost spear is a reach weapon, and can reach enemies 
  ten feet away. 
  SHIFTING: The Ice Devil has the ability to teleport, as a move action, up to 
  100 feet in a round. 
  STRATEGIC MANEUVERING: The Ice Devil can teleport any one of its 
  allies within sight to any location within 50 feet of the Ice Devil. The Ice Devil 
  is also capable of swapping its location with that of any one of its allies using 
  this power. 
  SUMMONING: The Ice Devil can summon 1d4 bearded devils or 1 bone devil 
  or erinyes one per day. 
  TOUCH OF FROST: Anyone who is hit with the ice devil’s frost spear suffers 
  1d4 additional cold damage and must make a constitution saving throw or 
  suffer 1d4 Dexterity damage. 
  HAMATULA (Barbed Devil)
  NO. ENCOUNTERED: 1-4
  SIZE: Medium
  HD: 9 (d10)
  MOVE: 40 ft.
  AC: 22
  ATTACKS: 2x Slam+1 (1d8+4)
  SPECIAL: Barbed Defense, Barbed Volley, Impaling Grapple, Devilish 
  Attributes, Immunities, Magical Natural Weapons, Spell-Like Abilities, 
  Summoning, Toughness
  SAVES: P
  INT: Very
  ALIGNMENT: Lawful Evil 
  TYPE: Extraplanar (devil) 
  TREASURE: 
  XP: 2800+9
  The Barbed Devils are elite warriors and cruel jailers, reveling in using their 
  razor-sharp barbs as weapons of warfare, intimidation and torture. Though they 
  enjoy the application of pain just as much as the Chain Devils do, they are less 
  single-minded and most typically mix their pleasure with serious purpose. As 
  middle-ranking devils, they are anxious to prove themselves to their superiors 
  and become promoted to a higher rank of devil. 
  COMBAT: Barbed Devils are both intelligent and ferocious, using their ability 
  to turn invisible and create darkness to set up devastating attacks. They often 
  lead combat by unleashing one of their deadly Barbed Volleys, following that 
  up with a summoning of an ally, and then going into melee with their ally. 
  Barbed Devils are brave fighters, but will not necessarily fight to the death, and 
  often seek to use their teleport without error ability to escape at the last 
  moment. 
  BARBED DEFENSE: Anyone attacking or attempting to grapple a Barbed 
  Devil suffers 2d4 damage from the sharp barbs surrounding its body. 
  BARBED VOLLEY: Twice per day, the Barbed Devil can fire a massive 
  volley of barbs in a cone 20 feet wide and 60 feet long, inflicting 6d8+4 damage 
  to any victims caught in it, with a successful dexterity saving throw resulting 
  in half damage. 
  DEVILISH ATTRIBUTES: Like all true devils, Barbed Devils have the 
  ability to assume the shape of a humanoid creature, disguising their infernal 
  nature and alignments. Attempts to magically detect alignment must make a 
  successful Wisdom check at 18 + 16 or roll a natural 20. True seeing will punch 
  through this disguise, however. A Barbed Devil also has the ability to speak in 
  any language she desires, as well as to use telepathy. Whenever he speaks, all 
  within hearing range will hear her words in their native language, unless he 
  specifically wills otherwise. As all devils, Barbed Devils have flawless 
  darkvision.
  IMPALING GRAPPLE: If the Barbed Devil strikes with both of its attacks, it 
  can draw an enemy into its embrace, inflicting a further 2d8+4 damage 
  automatically and inflicting 1d4 Constitution damage from bleeding. A 
  successful strength saving throw allows the victim to break free. 
  IMMUNITIES: Barbed Devils can only be harmed by magical, good-aligned 
  and silver weapons. They are immune to fire, poison and fear attacks. 
  MAGICAL NATURAL WEAPONS: The Barbed Devil’s natural weapons 
  count as +1 magical weapons. 
  SPELL-LIKE ABILITIES: The Barbed Devil is considered to constantly have 
  jump and spider climb active, and can cast invisibility, protection against good, 
  dispel magic, darkness and silence at will, and teleport without error once per 
  day. 
  SUMMONING: A Barbed Devil can summon one Bearded Devil or Chain 
  Devil per day. 
  TOUGHNESS: A Barbed Devil receives a +2 hit point bonus per HD. 
  INFERNAL LEGIONNAIRE
  NO. ENCOUNTERED: 5-10, 20-40, 80-100
  SIZE: Medium
  HD: 4 (d10)
  MOVE: 
  AC: 17
  ATTACKS: Cold Iron Glaive (d8)
  SPECIAL: Fiendish Teamwork, Mental Link, Immunities
  SAVES: P
  INT: Average
  ALIGNMENT: Lawful Evil
  TYPE: Extraplanar (devil)
  TREASURE: Cold Iron Weapons, Splint Mail
  XP: 130+4
  The Infernal Legionnaires are the building blocks of Hell’s armies, and are only 
  occasionally found serving outside of the never-ending conflicts of the Blood 
  War. When they appear in the Earthly realms, it is typically as the underlings of 
  a bearded devil or an erinyes that had previously been summoned by a powerful 
  diabolist. While far less powerful than most of their devilish kin, their 
  discipline, toughness and martial skills make them rather formidable enemies, 
  especially in numbers.
  DEVILISH ATTRIBUTES: Infernal Legionnaires have perfect darkvision. 
  FIENDISH TEAMWORK: If five or more Infernal Legionnaires are within 
  sight of each other, they receive a +2 bonus to attack rolls, AC and saving 
  throws. 
  MENTAL LINK: Infernal Legionnaires are capable of communicating with 
  each other through telepathy and receiving telepathic orders from Infernal 
  superiors from up to 100 miles away. 
  IMMUNITIES: Legionnaires require +1 or greater magical weapons, or any 
  weapons that are good-aligned or made of silver to harm them. They are 
  immune to fire and poison. 
  342
  
   
  KYTON (Chain Devil)
  NO. ENCOUNTERED: 1
  SIZE: Medium
  HD: 7 (d10) 
  MOVE: 45 ft.
  AC: 18
  ATTACKS: 2x Spiked Chains +1 (1d8+4)
  SPECIAL: Agonize, Animate Chains, Chain Constrict, Combat Prowess, 
  Devilish Attributes, Immunities, Magical Natural Weapons, Reach, Suffocate
  SAVES: P
  INT: Low
  ALIGNMENT: Lawful Evil
  TYPE: Extraplanar (devil) 
  TREASURE: N/A
  XP: 1170+7
  The Chain Devils are the torturers and jailers of devilkind and while not the 
  most powerful of their race, are among the most feared. While most devils have 
  a pronounced cruel streak, the Chain Devils take this cruelty to a new extreme, 
  living for no other goal than to inflict suffering and pain upon those weaker 
  themselves. Their brutal sadism is such that even other devils sometimes are a 
  little embarrassed by their presence, though their value is never doubted. 
  COMBAT: Chain Devils are unrelenting physical combatants, using their 
  powerful magical weapons to devastating effect. Unlike most devils, they do not 
  have summoning abilities and do not possess spell-like abilities, but rely on 
  their melee might alone. Chain Devils typically aim to trap a member of the 
  party in its chains, using its Agonize or Suffocate ability, whichever one is more 
  appropriate, as it holds other party members back with its free chain. They are 
  extremely dexterous and frequently surprise adventurers by dropping from the 
  ceiling upon the weakest member of the party, using both their chains to 
  devastating effect.
  AGONIZE: The Chain Devil can use this ability to inflict 1d4 Charisma 
  damage to an enemy trapped in its chains. If 10 Charisma damage has been 
  inflicted, the target will automatically divulge any information that the Chain 
  Devil requires of it. Lost Charisma damage will return at the rate of 1d6 per 
  day. 
  ANIMATE CHAINS: Once per day, Chain Devils are capable of animating 
  any chains in a 60-foot radius around them for 1d6 rounds. These chains can 
  attempt to trip, disarm or grapple enemies.
  CHAIN CONSTRICT: If a Chain Devil hits with both of its spiked chain 
  attacks, it can constrict an enemy within its chains. Each round that the victim 
  remains trapped inside its chains, it can inflict the damage from one of its 
  attacks automatically, while also using either its Agonize or Suffocate ability. A 
  successful strength saving throw causes the victim to break free from the 
  Chain Devil’s grasp and a successful sunder combat maneuver by another 
  character can free them as well. When constricting someone, the Chain Devil 
  can only make one attack against other enemies. 
  COMBAT PROWESS: Chain Devils can attempt to drip and disarm enemies 
  with their chains when using them to attack. 
  DEVILISH ATTRIBUTES: Like all true devils, Chain Devils have the ability 
  to assume the shape of a humanoid creature, disguising their infernal nature and 
  alignments. Attempts to magically detect alignment must make a successful 
  Wisdom check at 18 + the devil’s hit dice or roll a natural 20. True seeing will 
  punch through this disguise, however. A Tempter Devil also has the ability to 
  speak in any language he desires, as well as to use telepathy. Whenever he 
  speaks, all within hearing range will hear his words in their native language, 
  unless he specifically wills otherwise. As all devils, Chain Devils have flawless 
  darkvision.
  FREAKISH AGILITY: Chain Devils possess superhuman agility and can 
  always make jumps as if under a jump spell and crawl along walls and ceilings 
  as if affected by spider crawl. 
  IMMUNITIES: Chain Devils require +1 or greater magical weapons to harm 
  them, or weapons that are made of silver or are good-aligned. Chain Devils are 
  immune to fire, poison, charm and fear. 
  MAGICAL NATURAL WEAPONS: The Chain Devil’s spiked chains are +1 
  magical weapons. 
  REACH: The Chain Devil has reach of 20 with its natural weapons. 
  SUFFOCATE: The Chain Devil can use this ability to inflict 1d4 Constitution 
  damage to an opponent trapped in its chains. If Constitution reaches zero, the 
  target falls unconscious- any more time spent in the chain devil’s chains will 
  result in death. Lost Constitution damage returns very swiftly, at 1d4 per round 
  after being freed. 
  LEMURE
  NO. ENCOUNTERED: 4-12
  SIZE: Medium
  HD: 2 (d10) 
  MOVE: 30 ft.
  AC: 15
  ATTACKS: Slam (1d4)
  SPECIAL: Aura of Despair, Immunities
  SAVES: P
  INT: None
  ALIGNMENT: N/A 
  TYPE: Extraplanar (devil) 
  TREASURE: N/A
  XP: 20+2
  After a soul has been tortured and had all of the vital energy leached out of it by 
  Infernal torturers, the remaining shattered husk is thrown into a vile spawning 
  vat, and comes out of it a lemure, a horrific mass of tormented flesh, with an 
  agonized-looking face placed somewhat off center on the vaguely head-shaped 
  top of the creature. Lemures are the basic building block of all devilkind, and a 
  fortunate few can be promoted to a slightly higher form of life as an imp or a 
  legionnaire, or hordes of them can be shaped by powerful archdevils into far 
  more powerful creatures. 
  Completely susceptible to the verbal and telepathic orders of greater devils, 
  lemures possess no real emotion other than a vague, but intense hatred for all 
  non-infernal life. Unless they are ordered otherwise by a higher-ranking devil, 
  they will gladly swarm and tear apart any non-devil that they see.
  AURA OF DESPAIR: Anyone looking upon a lemure is taken by an 
  incredible sense of horror at just how low a human soul can sink, and must 
  make a charisma saving throw or suffer a -1 penalty to attack rolls, skill 
  checks and saving throws. 
  IMMUNITIES: Lemures are immune to all mind-affecting spells, being nearly 
  mindless.
  OSYLUTH (Bone Devil)
  NO. ENCOUNTERED: 1-2
  SIZE: Medium
  HD: 12 (d10) 
  MOVE: 30 ft.
  AC: 22
  ATTACKS: 2x +1 Claws (1d4+1), +1 Tail (2d4+1)
  SPECIAL: Class Abilities, Devilish Attributes, Devil’s Dance, Immunities, 
  Magical Natural Weapons, Summoning, Tail Lash
  SAVES: M, P
  INT: High
  ALIGNMENT: Lawful Evil 
  TYPE: Extraplanar (devil) 
  TREASURE: 
  XP: 5650+12
  The dreaded Bone Devils are the elite clergy of Hell, and when they come onto 
  Earth, it is typically to act as the representatives of the archdevils on Earth. In 
  this position, they are accorded great respect by other devils and diabolists, and 
  even higher-ranking devils are usually loathe to openly oppose the Bone Devils. 
  Not as physically powerful as many of the other devils, the Bone Devils make 
  up for it with their cunning and mastery of unholy magic. 
  COMBAT: It is rare to encounter a Bone Devil alone, as it is usually 
  surrounded by frenzied worshipers, along with a handful of more powerful 
  supporters or devils. Upon entering combat, a Bone Devil will order its minions 
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  MONSTERS
  to destroy, or at least hinder, the interlopers, while it summons more powerful 
  allies, usually either an erinyes or a handful of Infernal legionnaires. Bone 
  Devils are typically loath to enter melee combat, though many adventurers are 
  surprised at their strength if they are pressed, and should be particularly wary of 
  their razor-sharp, lashing tails.
  CLASS ABILITIES: Bone Devils have the spells and abilities of a 12th level 
  Cleric, with the Diabolic domain. 
  DIABOLIC DOMAIN: At 1st level, allows the user to summon an evil-aligned 
  animal familiar. At 10th level, it enables clerics to rebuke or control devils as 
  they do undead.
  •
  0-level spells: Create water, detect good, detect evil, detect magic, 
  detect poison, bleed
  •
  1st-level spells: Bane, doom, command, protection from good, cause 
  fear, sanctuary
  •
  2nd-level spells: Desecrate, darkness, hold person, silence, speak with 
  dead
  •
  3rd level spells: Animate dead, dispel magic, magic circle against 
  good, bestow curse, blindness
  •
  4th level spells: Life drain, unhallow, unholy blight
  •
  5th level spells: Temptation, raise dead, plane shift 
  •
  6th level spells: Create undead, harm
  At any time, a Bone Devil can give up one of its prepared spells in place of an 
  appropriate-leveled inflict wounds spell, which heals devils as well as undead. 
  DEVILISH ATTRIBUTES: Like all true devils, Bone Devils have the ability 
  to assume the shape of a humanoid creature, disguising their infernal nature and 
  alignments. Attempts to magically detect alignment must make a successful 
  Wisdom check at 18 + 12 or roll a natural 20. True seeing will punch through 
  this disguise, however. A Bone Devil also has the ability to speak in any 
  language he desires, as well as to use telepathy. Whenever he speaks, all within 
  hearing range will hear her words in their native language, unless he specifically 
  wills otherwise. Bone Devils also have perfect darkvision. 
  DEVIL’S DANCE: Using its mental prowess, the Bone Devil can attempt to 
  compel twice its HD (24) in individuals to begin a frenzied dance. If they fail 
  their charisma saving throw, they begin dancing uncontrollably, taking 1d4 
  Constitution damage from exhaustion per round, until they reach zero, upon 
  which they fall unconscious, at death’s door. After each round they receive a 
  new save. The Bone Devil can also set dancing individuals upon its enemies, 
  whereupon the individuals will use their bare hands or any weapons at hand to 
  destroy their enemies. They receive a save after each round of this, however. 
  IMMUNITIES: Bone Devils can only be damaged with +2 or greater magical 
  weapons, or weapons that are made of silver or good-aligned. Bone Devils are 
  immune to fire, poison, charm and fear spells. 
  MAGICAL NATURAL WEAPONS: The claws of a Bone Devil are 
  considered to be +1 magical weapons. 
  SUMMONING: Once per day, a Bone Devil can summon 1 Erinyes, 1d2 
  Tempter Devils, 1d3 Bearded Devils or 1d6 Infernal Legionnaires. 
  TAIL LASH: The Bone Devil’s tail automatically makes a trip check against 
  enemies it lashes against, with a failed dexterity saving throw meaning the 
  enemy falls prone. 
  PIT FIEND
  NO. ENCOUNTERED: 1-2
  SIZE: Large
  HD: 20 (d10) 
  MOVE: 30 ft., 60 ft. (fly) 
  AC: 30
  ATTACKS: 2x Claws (2d6+6 dmg), Tail Slap (2d4+3 dmg)
  SPECIAL: Aura of Command, Aura of Terror, Breath of Hellfire, Decapitating 
  Bite, Devilish Attributes, Hellfire Mastery, Immunities, Magical Natural 
  Weapons, Reach, Spell-Like Abilities, Strategic Movement, Summoning, Tail 
  Constrict, Wing Buffet
  SAVES: M, P
  INT: Godlike
  ALIGNMENT: Lawful Evil 
  TYPE: Extraplanar (devil) 
  TREASURE: 
  XP: 41450+20
  Among all of the monsters that an adventurer could face, the almighty Pit Fiend 
  is one of the very worst. The administrators and generals of Hell, Pit Fiends are 
  usually deeply involved in Infernal politics or in the eternal conflict of the 
  Blood War- and this is a very, very good thing for few mortals indeed can even 
  contemplate standing against one of these powerful devils in combat. While the 
  demonic balors may be even more terrible melee combatants, the pit fiends are 
  far more intelligent and charismatic than the balors and do not hesitate to use 
  their vast magical powers and intellect fully in combat. 
  Only the very most powerful mortal spellcasters, using highly dangerous epic-
  level summoning spells and making extensive preparations can hope to summon 
  a pit fiend, and even then, it is a most dangerous proposition. Pit Fiends are 
  usually curious enough about powerful spellcasters to grant them a moment or 
  two to make their case, but it is virtually impossible to compel a Pit Fiend to 
  perform a service against its will, and even harder to prevent the fiend from 
  turning that service to its own agenda, which can span millennia. 
  COMBAT: Pit Fiends loathe the inconvenience of combat with mortals, but if 
  they cannot get around it, they will do so ruthlessly, with no respect for scruple. 
  A Pit Fiend will virtually always use its first round to cast time stop, using the 
  time to bring up the appropriate magical defenses and summoning allies. The 
  Pit Fiend may also use the time, if it allows, to get with melee range of the 
  group spellcaster, attacking the spellcaster with its full melee attack, both claws 
  and a tail slap. If the claw attacks succeed, it will attempt to kill the spellcaster 
  with its decapitating bite, if the claw attacks fail and the tail slap hits, it will 
  attempt a tail constrict. While holding the spellcaster captive, it might use its 
  wing buffet at this point to knock away all other opposition, or perhaps exhale a 
  blast of hellfire. Regardless of specific strategies, only very powerful and well-
  prepared parties dare attempt to take on a Pit Fiend.
  AURA OF COMMAND: All Lawful Evil creatures under the Pit Fiend’s 
  command receive a +2 bonus to attack rolls and saving throws while the Pit 
  Fiend is within 60 feet of them. 
  AURA OF TERROR: In the first round of encountering a Pit Fiend, and every 
  1d4 rounds thereafter, all enemies of the Pit Fiend must make a charisma 
  saving throw against fear. This power works even on those ordinarily immune 
  to fear, though they gain a +4 to their saving throw against fear. If they fail, the 
  adventurers will attempt to flee the Pit Fiend by any means possible. 
  BREATH OF HELLFIRE: Once every 1d6 rounds, the Pit Fiend is capable of 
  exhaling a horrific plume of hellfire, in a cone 10 feet wide and 80 feet long. 
  This hellfire plume does 20d10 damage, and overcomes resistance to ordinary 
  fire. A successful dexterity saving throw halves damage. 
  DECAPITATING BITE: If the Pit Fiend hits an enemy with both of its claw 
  attacks, it can attempt to decapitate a Medium or Small enemy with a single 
  bite. The victim must make a constitution saving throw or have its head 
  immediately bitten off, resulting in death. A successful save results in 4d6+6 
  damage.
  DEVILISH ATTRIBUTES: Like all true devils, Pit Fiends have the ability to 
  assume the shape of a humanoid creature, disguising their infernal nature and 
  alignments. Attempts to magically detect alignment must make a successful 
  Wisdom check at 18 + 20 or roll a natural 20. True seeing will punch through 
  this disguise, however. A Pit Fiend also has the ability to speak in any language 
  she desires, as well as to use telepathy. Whenever he speaks, all within hearing 
  range will hear her words in their native language, unless he specifically wills 
  otherwise. Pit Fiends have flawless darkvision. 
  HELLFIRE MASTERY: The Pit Fiend is a lord of fire, and is capable of 
  intercepting any fire-based attacks directed against it, transforming it into 
  hellfire and directing it back at the opponent. It can create fireballs and walls of 
  fire with hellfire at will. 
  IMMUNITIES: Pit Fiends can only be damaged with +3 or greater magical 
  weapons, or +1 or greater weapons that are made of silver or good-aligned. Pit 
  Fiends are immune to fire, poison, charm, fear, petrifaction and death spells. Pit 
  Fiends have SR of 12. 
  MAGICAL NATURAL WEAPONS: The claws of a Pit Fiend are considered 
  344
  
   
  to be +3 magical weapons. 
  REACH: As a Large creature, the Pit Fiend has a reach of 15 feet and can make 
  melee attacks at that distance. 
  SPELL-LIKE ABILITIES: Pit Fiends constantly enjoy the benefits of true 
  seeing. They can cast detect thoughts, dimension door, invisibility, mirror 
  image, pyrotechnics, dispel magic, dream, magic circle against good, magic 
  circle against chaos, animate dead, blasphemy, teleport without error and 
  telekinesis at will. They can use geas, project image, mass hold monster and 
  mass charm monster three times per day. They can use gate, limited wish, 
  meteor rain, unholy word, power word kill, power word stun and time stop once 
  per day. Once per year, they can cast wish without any negative consequences 
  for themselves. 
  STRATEGIC MOVEMENT: Once per turn, a Pit Fiend can automatically 
  teleport one of its allies to any position within 100 feet of the Pit Fiend.
  SUMMONING: Once per day, a Pit Fiend can summon up to 25 HD of any 
  devils lower in rank than another pit fiend. 
  TAIL CONSTRICT: If a Pit Fiend strikes an enemy with its tail slap, the 
  enemy must make a strength saving throw or end up caught in the Pit Fiend’s 
  tail, where it will suffer 2d4+3 damage automatically and be unable to act until 
  released. 
  WING BUFFET: A Pit Fiend is capable of beating its wings hard enough to 
  create a wind capable of knocking Small or Medium creatures to the ground. 
  All enemies in an area 20 feet wide around the Pit Fiend and 60 feet long must 
  make a strength saving throw or suffer 2d4 damage, be knocked prone and 
  moved 2d10 feet by the Pit Fiend’s beating wings. 
  SUBJUGATOR DEVIL
  NO. ENCOUNTERED: 1
  SIZE: Large
  HD: 18 (d10)
  MOVE: 30 ft., 90 ft. (fly)
  AC: 28
  ATTACKS: 2x Unholy Greathammer +3 (2d12+6 dmg, 2d6 bonus against 
  chaotic), or 2x Slam +2 (2d8+5 dmg) and Tail Slap +2 (2d4+5 dmg)
  SPECIAL: Aura of Subjugation, Complete Subjugation, Devilish Attributes, 
  Devil Shaping, Immunities, Magical Natural Weapons, Mark of Damnation, 
  Spell-Like Abilities, Summoning, Tail Lash, Toughness
  PRIMES: Strength, Wisdom, Charisma
  INT: Genius
  ALIGNMENT: Lawful Evil
  TYPE: Extraplanar (devil)
  TREASURE: 
  XP: 22,900
  Amongst all of the devils in Hell, the Subjugators are among the most powerful 
  and certainly among the most feared- even the Pit Fiends, their nominal 
  superiors, are respectful of their wisdom and their great influence. The duties of 
  a Subjugator are two-fold- most typically they are the judges that allocate the 
  damned to the appropriate Infernal domains for further processing, and as such, 
  several of them can be found along the banks of the Styx, waiting for the 
  endless stream of arrivals of the newly dead. It is possible for souls to attempt to 
  bargain with the Subjugators, but it is virtually always futile- the Subjugators 
  are well-rewarded for their work and have a keen sense of the importance of 
  Infernal law. 
  The second duty of Subjugators are as the judges and executioners of wayward 
  devils- those that rebel against the will of their superiors will wind up in the 
  grand and terrible courts of the Subjugator Devils, where the terrible 
  Subjugators will sentence them to terrible torments at the very least, or even 
  worse- demote them to a lower form of devils. For a devil, there is no spectacle 
  more terrifying than seeing a great and mighty horned devil reduced to a 
  babbling, mindless lemure. 
  COMBAT: It is not common for Subjugators to go into direct battle with 
  mortal beings, but if they are called into it, they will fight with determined zeal 
  and great ferocity. They usually have underlings in the area that can pin down 
  other heroes with the Subjugator focuses on one individual to put under its 
  hideous mental power. They prefer, by principle to divide and conquer, 
  preventing unified action between heroes. If a combat turns against them, 
  though, they will usually retreat, rather than fight to the death. 
  AURA OF SUBJUGATION: Any mortal being passing within sixty feet of a 
  Subjugator Devil have any spells protecting them against mind-altering magic 
  suppressed while in the presence of the Devil. Creatures that are naturally 
  immune to charm and fear abilities in the presence of a Subjugator Devil lose 
  the immunity against the Devil’s own spells and abilities, but retain a +4 bonus. 
  COMPLETE SUBJUGATION: Up to three times a day, a Subjugator Devil 
  has the ability to attempt to completely impose its will upon another creature. If 
  the creature succeeds in its save, it suffers a temporary loss of 1d2+1 
  Intelligence, Charisma and Wisdom from the harrowing mental assault, 
  regaining the stats after one day. If it fails, however, the creature is placed 
  totally under the power of the Subjugator Devil. The Subjugator Devil can order 
  it to do whatever it pleases, even to kill itself. However, the creature gains a 
  new saving throw each round. The Subjugator Devil can only control one 
  creature in this matter at a time- if it does something else, the individual remains 
  perfectly still. The subjugation lasts for 1d10 rounds. 
  DEVILISH ATTRIBUTES: Like all true devils, Subjugator Devils have the 
  ability to assume the shape of a humanoid creature, disguising their infernal 
  nature and alignments. Attempts to magically detect alignment must make a 
  successful Wisdom check at the base CL + 18 or roll a natural 20. True seeing 
  will punch through this disguise, however.  A Subjugator Devil also has the 
  ability to speak in any language she desires, as well as to use telepathy. 
  Whenever she speaks, all within hearing range will hear her words in their 
  native language, unless she specifically wills otherwise. Subjugator Devils have 
  perfect darkvision. 
  DEVIL SHAPING: Subjugator Devils are capable of demoting a devil with a 
  hit dice lower than it at will, though as a matter of course, it will only do so 
  under orders from their superior or after what passes as due process has 
  transpired. 
  IMMUNITIES: Subjugator Devils can only be harmed with magical weapons 
  of +2 enchantment or greater, or weapons that are good-aligned or made of 
  silver. Subjugator Devils are immune to fire, poison, charm, fear, death, 
  petrifaction and polymorph. 
  MAGICAL NATURAL WEAPONS: The natural weapons of a Subjugator 
  Devil count as +2 lawful and evil-aligned magical weapons. 
  MARK OF DAMNATION: Any mortal creature that dies within the presence 
  of a Subjugator Devil can be immediately revived as a devil of the hit dice of 
  the individual minus 10, for example, a 20th level PC could be revived as an 
  erinyes. This makes the character impossible to resurrect save by a wish or 
  miracle. A Subjugator Devil can use this ability once per day. 
  SPELL-LIKE ABILITIES: Subjugator Devils possess constant true sight and 
  constantly emit a magic circle against chaos. They can dismissal, cast fireball, 
  pyrotechnics, wall of fire, teleport without error, fear, charm monster, hold 
  monster, suggestion, greater scrying, resilient sphere, 
  clairvoyance/clairaudience, dispel magic, dispel illusion, discern lies, speak 
  with dead, silence and geas at will. They can cast unholy word, discern 
  location, trap the soul, plane shift and power word stun three times per day. 
  Once per day, they can cast imprisonment, gate, or power word kill. 
  SUMMONING: Subjugator Devils can summon 1 horned or ice devil, 1d2 
  erinyes, 1d3 barbed, chain or Tempter Devils, 1d4 bearded devils or 1d8 
  infernal legionnaires once per day. 
  TAIL LASH: Whenever a Subjugator Devil attacks with its tail, it also 
  automatically gets to make a trip attempt on the target. 
  TOUGHNESS: Subjugator Devils gain a bonus of +2 per hit dice on their rolls 
  for hit points.
  345
  
  MONSTERS
  TEMPTER DEVIL
  NO. ENCOUNTERED: 1
  SIZE: Medium
  HD: 8 (d10) 
  MOVE: 30 ft.
  AC: 18
  ATTACKS: Weapon
  SPECIAL: Aura of the Innocent, Class Levels, Devilish Attributes, 
  Immunities, Spell-Like Abilities, Summoning, Unbreakable Pact
  PRIMES: Charisma, one other (Varies) 
  INT: High or Genius
  ALIGNMENT: Lawful Evil
  TYPE: Extraplanar (devil) 
  TREASURE: N/A
  XP: 1700+8
  Though they do not possess the immense raging power of a pit fiend or even the 
  horrid unholy might of a bone devil, the Tempter Devils are probably 
  responsible for more souls being dragged to Hell than any other type of devil. It 
  is the Tempter Devils that most commonly appear at crossroads, at taverns or 
  other meeting grounds to meet new marks. While the stereotypical deal is an 
  outright exchange of the immortal soul for some sort of unholy power, Tempter 
  Devils most often prefer to indirectly claim souls through leading petitioners to 
  evil. Occasionally, as the situation demands, they forgo their most typical goal 
  in exchange for a straightforward deal- particularly when it comes to recruiting 
  allies against Hell’s greatest enemies, the demons. 
  Most typically Tempter Devils are not truly freelance workers, but authorized 
  agents of a superior devil, most typically a bone devil, horned devil or pit fiend, 
  though some Tempter Devils report directly to an archdevil. They wield little 
  overt power in Hell’s politics, but can often have considerable influence over 
  their superiors, particularly as their primary intelligence collectors, procurers of 
  souls and representative to powerful mortals. 
  COMBAT: Tempter Devils usually avoid combat, and will use their invisibility 
  and teleportation abilities to avoid direct confrontation whenever possible. 
  When pressed, however, Tempter Devils are surprisingly tough foes, using their 
  class abilities, summoning and spell-like abilities with skill and ruthlessness. 
  They will typically summon the aid of some Infernal Legionnaires or a bearded 
  devil, and let the summoned creatures act as meat shields, while they either 
  make subtle flanking attacks or use spells.
  AURA OF THE INNOCENT: All individuals within 30 feet of the Tempter 
  Devil are inclined to grant the Tempter Devil the benefit of the doubt, and tend 
  to disbelieve that this creature is personally responsible for any misfortunes in 
  the area. They must make a charisma saving throw if they wish to attack the 
  Tempter Devil unprovoked or use spells in a hostile or suspicious manner. 
  Characters that are immune to charm are unaffected by this ability. 
  CLASS ABILITIES: Tempter Devils possess the class abilities of an 8th level 
  player character in one class. 
  DEVILISH ATTRIBUTES: Like all true devils, Tempter Devils have the 
  ability to assume the shape of a humanoid creature, disguising their infernal 
  nature and alignments. Attempts to magically detect alignment must make a 
  successful Wisdom check at 18 + the devil’s hit dice or roll a natural 20. True 
  seeing will punch through this disguise, however. A Tempter Devil also has the 
  ability to speak in any language she desires, as well as to use telepathy. 
  Whenever he speaks, all within hearing range will hear her words in their native 
  language, unless he specifically wills otherwise. As all devils, Tempter Devil 
  have flawless darkvision.
  FALSE VIRTUE: When disguised as good-aligned entities, Tempter Devils 
  can use good-aligned powers freely and without penalty, such as clerical 
  healing and paladin abilities. 
  IMMUNITIES: Tempter Devils require +1 or greater magical weapons, or any 
  weapons that are good-aligned or made of silver to harm them. They are 
  immune to fire, poison, charm and fear. 
  SPELL-LIKE ABILITIES: Tempter Devils can cast invisibility, dispel magic, 
  true seeing, charm monster and teleport without error at will. They can cast 
  plane shift once per day. 
  SUMMONING: Tempter Devils can summon 1 bearded or chain devil or 1d3 
  Infernal Legionnaires once per day. 
  UNBREAKABLE PACT: When a Tempter Devil prepares a written contract, 
  the contract is considered inviolable by both parties. Only mutual agreement 
  between the Tempter Devil or its superior and the petitioner can alter the 
  contract. If the contract is broken unilaterally by the Tempter Devil, it must 
  recompense the petitioner, typically by offering the contract’s benefits freely. If 
  the petitioner breaks the contract unilaterally, the Tempter Devil can declare the 
  life and immortal soul of the petitioner forfeit, and most often passes on the 
  collection duties to erinyes, who will invoke a Covenant of Destruction on the 
  unlucky petitioner and their loved ones.
  DEVIL (Version 2)
  All Devils have the following powers:
  •
  Summon (1/day) either 1 other creature of equal rank (20%) or 1d4 
  of lower rank (30%) or 2d4 creatures of two lower ranks (50%). If all 
  else fails any Infernals can summon Lemures.
  •
  Immunity to Fire and poison; Damage from cold and Acid.
  •
  Telepathy with a range of 60 feet.
  •
  Deepvision 60 feet.
  •
  Detect Invisible, Darkness
  •
  Powers listed under “SPECIAL” below are at will powers and usable 
  one per round unless otherwise specified.
  •
  Fear Aura (as the Scare spell)
  •
  SPELL USE
  CORNUGON (Horned Devil)
  NO. ENCOUNTERED: 2-5
  SIZE: Large
  HD: 11 (d8)
  MOVE: 20-50 ft.
  AC: 25
  ATTACKS: 2 Claw (1d4), Tail (1d3)
  SPECIAL: Tail slap (victim loses 1 hp/round until wound is treated), 
  Pyrotechnics, Detect Magic, (as Spell); Wall of Fire (1/day), SR 10 (Can only 
  be hit by silver and magic weapons)
  SAVES: M, P
  INT: Superior
  ALIGNMENT: Lawful Evil
  TYPE: Devil
  TREASURE: 11
  XP: 1200+11
  The Horned Devils (Cornugon) are also covered with natural weaponry, though 
  of spiked horns all across their bodies. Their claws and tail can rend and tear 
  flesh quite efficiently, though some carry evil-enchanted forks to stab and 
  cripple enemies.
  ERINYES
  NO. ENCOUNTERED: 2-12
  SIZE: Medium
  HD: 7 (d8)
  MOVE: 30-50 ft.
  AC: 19
  ATTACKS: Claw (2d4), Weapon, Tenglerope
  SPECIAL: Poison weapon (CON save or faint 1-6 rounds), Rope of 
  Entanglement (as spell but 1 victim), Invisibility, Polymorph Self, Pyrotechnics 
  (as spells), SR 6
  SAVES: P
  INT: Very
  ALIGNMENT: Lawful Evil
  TYPE: Devil
  TREASURE: 7
  XP: 900+7
  Erinyes are the devilish equivalents of the Cubi, though their wings are 
  ravenlike in feathers and color. They are always armed with daggers and 
  tangleropes since their favorite tactic is to entrap victims and torture at leisure.
  346
  
   
  GELUGON (Ice Devil)
  NO. ENCOUNTERED: 1-4
  SIZE: Large
  HD: 12 (d8)
  MOVE: 40 ft.
  AC: 26
  ATTACKS: 2 Claw (1d4), Spear (3d4), Bite (2d4)
  SPECIAL: Regenerate (1 hp/round), Spear (STR save or victim Slowed as 
  spell), Fly, Wall of Ice, Detect Magic, Polymorph Self (as spells); Ice Storm 
  (1/day), SR 11 (Can only be hit by magic and silver weapons)
  SAVES: M, P
  INT: Superior
  ALIGNMENT: Lawful Evil
  TYPE: Devil
  TREASURE: 12
  XP: 1600+12
  An Ice Devil (Gelugon) appears more as a mantis-like insect carved from ice 
  than the usual fiends of the pit. However, their hearts are as wicked as any and 
  more malicious than all but the Pit Fiend superiors. As with the Horned Devils, 
  they occasionally carry weapons to attack foes (usually spears), though they are 
  always magic and enchanted to cause cold damage to prey.
  HAMATULA (Barbed Devil)
  NO. ENCOUNTERED: 3-12
  SIZE: Large
  HD: 9 (d8)
  MOVE: 30 ft.
  AC: 22
  ATTACKS: 2 Claw (2d4), Bite (3d4)
  SPECIAL: Pyrotechnics, Hold Person (as spells), SR 7
  SAVES: P
  INT: High
  ALIGNMENT: Lawful Evil
  TYPE: Devil
  TREASURE: 0
  XP: 800+9
  Barbed Devils (Hamatula) do not carry weapons, for they have no need of them.
  These creatures are covered with barbed spines which they use to great effect in 
  melee combat. By hugging or throwing themselves into their enemies can cause 
  frightful damage and pain; which the Barbed Devils revel in.
  LEMURE
  NO. ENCOUNTERED: 5-30
  SIZE: Small
  HD: 2 (d8)
  MOVE: 10 ft.
  AC: 13
  ATTACKS: Claw (1d4)
  SPECIAL: Nil
  SAVES: P
  INT: Inferior
  ALIGNMENT: Chaotic Evil
  TYPE: Demon
  TREASURE: Nil
  XP: 50+3
  Lemures, while found only in the Inferno, are not actually of demon or devil 
  stock. These pulpy blobs are the souls of evildoers who have been sentenced to 
  the nether realm for their crimes for eternity. They are poor fighters but can be 
  dangerous to non Infernals if in a large enough mass.
  OSYLUTH (Bone Devil)
  NO. ENCOUNTERED: 2-8
  SIZE: Large
  HD: 6 (d8)
  MOVE: 40 ft.
  AC: 21
  ATTACKS: Hook (1d4+2), Sting (3d4)
  SPECIAL: Bone hook (50% chance to immobilize victim on a hit), Poison Tail 
  (STR save or lose 1-4 STR for 10 rounds), Fly, Invisibility (as spell); Wall of 
  Ice (1/day), SR 8
  SAVES: P
  INT: High
  ALIGNMENT: Lawful Evil
  TYPE: Devil
  TREASURE: 0
  XP: 1000+6
  Bone Devils (Osyluth) appear as eight foot skeletons with horns and fanged 
  teeth. They have a vertebra-bone tail with a stinger that poisons victims as well 
  as other bone-shaped weapons.
  PIT FIEND
  NO. ENCOUNTERED: 1-2
  SIZE: Large
  HD: 14 (d8)
  MOVE: 40-60 ft.
  AC: 30
  ATTACKS: Claw (1d4+4), Bite (1d6+6)
  SPECIAL: Tail Constrict (2-8 damage per turn on hit), Regenerate (2 
  hp/round), Pyrotechnics, Wall of Fire, Detect Magic, Hold Person, Polymorph 
  Self (as spells), SR 13 (Can only be hit by silver and magic weapons)
  SAVES: M, P
  INT: Supra-Genius
  ALIGNMENT: Lawful Evil
  TYPE: Devil
  TREASURE: 14
  XP: 1800+14
  Pit Fiends are the greatest of the devils that do not rule their own circle. They 
  serve Asmodeus as a personal bodyguard and messengers throught the Inferno.
  They are huge figures formed of living flame, with great horns, bat wings, and 
  blazing weapons formed from their very essence to do battle with any who dare 
  oppose them.
  DEVIL, UNIQUE
  ALECTO (Queen of the Erinyes)
  NO. ENCOUNTERED: Unique
  SIZE: Medium
  HD: 17 (d10)
  MOVE: 30 ft., 60 ft. (fly)
  AC: 33
  ATTACKS: 2x +3 Weapon (+6 hit, +6 damage, +2d6 bonus hellfire damage)
  SPECIAL: Class Abilities, Covenant of Destruction, Devilish Attributes, Hair 
  Rope, Immunities, Magical Bracers, Reverse Gravity, Slaying Arrows, Spell-
  Like Abilities, Summoning
  SAVES: M, P
  INT: Supra-Genius
  ALIGNMENT: Lawful Evil
  TYPE: Extraplanar (devil)
  TREASURE: +3 hellfire magical weapon or shield.
  XP: 23500+17
  Alecto is the self-styled ‘Queen of the Erinyes’, though her title is an honorary 
  one and few except for the erinyes themselves regularly use it, though 
  Proserpina frequently addresses Alecto as such as a gesture of respect and 
  courtesy. Indeed, the two are extremely close allies and through Alecto, 
  Proserpina commands the allegiance of most of the erinyes in Hell. Alecto is 
  usually deeply engaged in the Blood War with the demons, and is only 
  occasionally pulled from her martial duties to pursue some particularly 
  important mission for her mistress, Proserpina. 
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  MONSTERS
  COMBAT: Alecto is not unlike her lesser kin, the erinyes, though her 
  blackguard class abilities and handful of spell-like abilities give her tactical 
  options that other erinyes lack. She will almost invariably use the first round of 
  any given combat to summon other erinyes to her side, using them to harass 
  enemies as she uses her Slaying Arrows to kill the most important party 
  members. She uses smite good on the party’s clerics and paladins, if any, 
  always seeking to kill the divine casters first. If a party attempts to escape, she 
  will invoke a Covenant of Destruction upon them and stalk them relentlessly, 
  often appearing briefly to summon erinyes, which will harass the party.
  CLASS ABILITIES: Alecto possesses the class abilities of a 17th level 
  blackguard. 
  COVENANT OF DESTRUCTION: Alecto has the ability to form a covenant 
  of destruction with an individual, allowing them to track that individual, 
  regardless of distance or time elapsed. It also allows them to teleport themselves 
  to within a few miles of the individual they are bonded with, regardless of 
  previous distance or plane. Unlike normal erinyes, Alecto has the power to 
  cancel a Covenant and can hold a Covenant of Destruction on a number of 
  beings equal to her Charisma modifier.
  DEVILISH ATTRIBUTES: Like all true devils, Alecto has the ability to 
  assume the shape of a humanoid creature, disguising their infernal nature and 
  alignments. Attempts to magically detect alignment must make a successful 
  Wisdom check at the base CL + 15 or roll a natural 20. True seeing will punch 
  through this disguise, however. Alecto also has the ability to speak in any 
  language she desires, as well as to use telepathy. Whenever she speaks, all 
  within hearing range will hear her words in their native language, unless she 
  specifically wills otherwise. Alecto has perfect darkvision. 
  HAIR ROPE: Alecto possesses a magical rope made from her own hair, which 
  they can ensnare enemies with as a ranged touch attack, at up to 20 feet. Once 
  trapped, Alecto can pull on the rope to trip an enemy, or use it to bring them 
  aloft into the air. The trapped victim gets one immediate chance to make a 
  strength saving throw to break free from the hair rope, before Alecto is either 
  capable of making a free trip attack, swinging the helpless victim around or 
  flying into the air with them. When Alecto reaches 100 feet in the air, they will 
  let go of the rope, letting the unfortunate individual plummet to earth.
  IMMUNITIES: Alecto can only be damaged with +3 or greater magical 
  weapons, or +1 silver/good-aligned weaponry. Alecto is also immune to fire, 
  poison, charm, death, polymorph, petrifaction and fear spells. 
  MAGICAL BRACERS: Alecto possesses magical bracers, which they can 
  shape into any +3 hellfire weapon they desire, from a composite bow to a lance. 
  One of the bracers can also become a +3 shield, giving the Erinyes a total bonus 
  of +4 to AC.
  REVERSE GRAVITY: Alecto is capable of altering gravitational forces upon 
  an individual, causing them either to helplessly fall upwards, or flying creatures 
  to fall to earth. She can target any creatures in a 10×10 foot radius. 
  SLAYING ARROW: Twice per day, Alecto can imbue an arrow with 
  powerful killing magic, killing any enemy below 10 HD that it hits instantly and 
  destroying the body. Any creature of 10 HD or above must make a charisma 
  saving throw against death, or suffer the same fate. A successful save result in 
  normal damage from the arrow. 
  SPELL-LIKE ABILITIES: Alecto benefits from constant true sight and emits 
  a constant magic circle against either good or chaos, depending on the foes she 
  is battling at the moment. She can cast teleport without error and shout at will, 
  and plane shift twice per day. 
  SUMMONING: Alecto can summon 1d4+1 Erinyes to assist her once per day. 
  APOLLYON (Lord of the Eighth)
  NO. ENCOUNTERED: Unique
  SIZE: Medium
  HD: 27 (d10)
  MOVE: 60 ft., 100 ft. (fly)
  ATTACKS: 3x Slam (2d8+6) or 3x Sword of Slaying +5 (3d8+11) or 3x 
  Slayspears (2d6+6, range 100)
  SPECIAL: Atmospheric Control, Devilish Attributes, Immunities, Infernal 
  Stalker, Psionics, Shadow Projection, Summoning, Slayspears, Sword of 
  Slaying
  SAVES: M, P
  INT: Godlike
  ALIGNMENT: Lawful Evil 
  TYPE: Extraplanar (devil) 
  TREASURE: Sword of Slaying +5
  XP: 400,000
  Apollyon is rather tall, but quite thin in his physical body with a somewhat 
  lupine head crowed with devil horns, glowing green eyes and is covered in a 
  hardened black carapace. He possesses two pairs of raven-black wings and, 
  most notably, has a sword lodged in his belly, a wound that constantly drips 
  greenish blood around him. He possesses no visible mouth or any other notable 
  facial features. 
  HISTORY: Apollyon was an angel of great beauty and power in Heaven, who 
  originally joined with Satan largely because he believed that the cause of law 
  sometimes necessitated harsh and cruel methods. As a slayer of demons, 
  Apollyon had little equal, though for the most part, he simply stayed out of 
  politics. Indeed, Apollyon even eschewed social company and largely dedicated 
  himself to the extermination of the demonic race. However, in time his nature 
  became more and more corrupt from the time spent slaying demons and he 
  began to take on a more monstrous and vile form. As his former beauty faded, 
  he became angrier and angrier at the angels. 
  By the time that Satan began to orchestrate his renewed War against Heaven, 
  Apollyon was a more than willing soldier for the cause- and a horrifically 
  deadly one, slaying countless angels, even beings as mighty as cherubim. 
  Apollyon’s power was so feared amongst the angels that their greatest 
  champion, Metatron, the Regent of Heaven, was forced to battle Apollyon in 
  open battle. Against the Regent, even Apollyon could not hope to emerge 
  victorious and the Infernal champion was plunged back into the Abyss 
  violently, run through with Metatron’s Sword of Slaying, one of only a handful 
  of such weapons ever created. Cursed to bear the wound for eternity, Apollyon 
  soon learned that the curse was not without its benefits as, if he could bear the 
  pain that it created to tear the blade out of his flesh- he could use the power of 
  the Sword of Slaying himself. 
  Still, though Apollyon had little desire to use the blade for any purpose other 
  than destroying the enemies of Hell- and when the civil war erupted in Hell 
  after Satan’s disappearance, Apollyon played no part in it actively, though 
  quietly he let it be known that he preferred the rule of Asmodeus to that of 
  Baalzebub and Astaroth. His benevolent neutrality during the civil war in Hell 
  was rewarded by Asmodeus, who granted Apollyon the rulership of the Eighth 
  Circle of Hell- albeit a Circle that had been almost totally devastated by 
  Asmodeus. 
  For his part, Apollyon recognizes the gesture of trust that Asmodeus has made, 
  knowing that the only gate to the Ninth Circle, the private domain of Asmodeus 
  lies in his realm. He has little inclination to try to revolt against or usurp his 
  master, and instead focuses on doing his duties as efficiently as possible, 
  relentlessly tracking down and annihilating the enemies of Hell. 
  COMBAT: In combat, Apollyon is a dreadful force, using a combination of 
  stealthiness and mobility to place himself in an ideal position, often summoning 
  allies to pin down adventurers in a particular location, where he can rain down 
  slayspears or use some of his deadly spells to greatest effect. Apollyon will 
  frequently use these abilities to harass more powerful opponents, sometimes 
  slaying them outright so he can draw his Sword of Slaying and quickly mop up 
  weaker enemies in a few swift blows.   
  ATMOSPHERIC CONTROL: When inside the Eighth Circle of Hell, 
  Apollyon possesses the ability to control the atmosphere, and can manipulate 
  the weather and wind conditions at will, and can additionally call lightning as 
  the druid spell. 
  348
  
   
  DEVILISH ATTRIBUTES: Like all true devils, Apollyon has the ability to 
  assume the shape of a humanoid creature, disguising their infernal nature and 
  alignments. Attempts to magically detect alignment must make a successful 
  Wisdom check at 18 + 27 or roll a natural 20. True seeing will punch through 
  this disguise, however. Apollyon also has the ability to speak in any language 
  she desires, as well as to use telepathy. Whenever Apollyon speaks, all within 
  hearing range will hear her words in their native language, unless he specifically 
  wills otherwise. Apollyon possesses perfect darkvision, and sees in total 
  darkness as if it were daylight, has constant true sight and projects a magic 
  circle against good. 
  IMMUNITIES: Apollyon cannot be damaged with magical weapons of lower 
  than +4 enchantment, or good-aligned or silver weapons of less than +2 
  enchantment. He is immune to fire, poison, lightning, death, charm, fear, 
  polymorph, disease and petrifaction attacks. He has an SR of 12. 
  INFERNAL STALKER: Apollyon is completely silent unless he chooses to 
  speak and is additionally always invisible when not moving or attacking. Even 
  in flight, Apollyon makes no sound whatsoever, and casts no shadow. He 
  constantly possesses an active jump and spider climb spell active. 
  PSIONICS: Apollyon is a powerful psionic, possessing telepathic and 
  telekinetic powers, granting him the ability to use detect alignment, detect 
  thoughts, discern lies, suggestion, telekinesis and charm person at will, and 
  hold monster, charm monster, mass suggestion and blade barrier three times 
  per day, and mental domination and mass hold monster once per day. 
  SHADOW PROJECTION: Once per day, Apollyon can create 1d4 shadow 
  projections of himself, which possess 9d10 hit points each and are capable of 
  moving and making his basic melee attack. The shadow projections last for 
  1d10 rounds. These shadow projections can be distinguished from the real him 
  by true seeing, and can be dispelled by a successful dispel magic or disjunction 
  spell. 
  SLAYSPEARS: Apollyon can create razor-sharp projections of raw energy and 
  hurl them at enemies, striking as weapons. If Apollyon scores a critical hit with 
  a Slayspear, the creature must make an immediate save against death. A 
  successful save results in 6d6 damage. 
  SPELL-LIKE ABILITIES: Apollyon can cast lightning bolt, chain lightning, 
  plane shift, unholy word and teleport without error at will. He can cast gate 
  once per day. 
  SUMMONING: Apollyon can summon up to 30 HD of demons once per day. 
  SWORD OF SLAYING: Lodged inside of his belly is one of the most 
  powerful weapons in Creation, the legendary Sword of Slaying. Drawing the 
  sword from his belly inflicts 4d8 damage upon Apollyon, but allows him to use 
  the powerful weapon. A successful hit from the Sword of Slaying instantly 
  slays any creature of below 10 HD without a save, and any creatures between 
  10 and 20 HD must make an immediate save against death. Any creature 
  normally immune to a death attack is not immune to the Sword of Slaying, but 
  gains a +4 bonus to their save against death. The Sword of Slaying also allows 
  Apollyon to use power word kill once per day. 
  ASMODEUS (Mephistopheles, The King in Crimson, Lord of the Nine 
  Circles of Hell)
  NO. ENCOUNTERED: Unique
  SIZE: Medium
  HD: 30 (d10) 
  MOVE: 30 ft. 
  AC: 35
  ATTACKS: 2x Magical Claws +4 (1d6+8 dmg), 2x +6 Crimson Scepter 
  (2d8+10 dmg)
  SPECIAL: Aura of Domination, Bloodspawn, Class Abilities, Crimson 
  Scepter, Devilish Attributes, Immunities, Lord of Hell, Lord of Magic, 
  Summoning
  SAVES: M
  INT: Godlike
  ALIGNMENT: Lawful Evil 
  TYPE: Extraplanar (devil) 
  TREASURE: Crimson Scepter +6
  XP: 250,000
  Asmodeus is relatively unassuming in appearance as far as archdevils go, 
  approximately seven and a half feet tall, with red skin, dark hair and glowing 
  yellow eyes. He possesses the horns and tail typical of devils, but his tail does 
  not appear to have any utility as a weapon, and his horns are notably subtle. His 
  clothes, while rich and perfectly cut, are relatively modest in comparison to the 
  gaudy finery of Mammon or Belial, and lack the terrifying features of 
  Baalzebub’s insectoid armour or Dispater’s spiked plate mail. If not for the 
  nimbus of unholy power surrounding him, one would figure him for some sort 
  of infernal functionary. 
  HISTORY: When Satan was cast down from Heaven, Asmodeus was his right-
  hand man and rather more than his master, was the first one to embrace the 
  changes that the Abyss wrought upon his once-angelic body. While Satan was 
  obsessed with capturing what he saw as his rightful place in Heaven, Asmodeus 
  quietly busied himself with organizing the construction of the world-sized 
  fortress of Hell, assigning his fellow fallen angels to rule respective rings and 
  charging them with particular tasks. As Satan plotted the conquest of Heaven, 
  Asmodeus busied himself with making Hell work, and in so doing, gained a 
  greater knowledge of Hell and devilkind than any of the other devils. 
  When Satan finally made his bid to conquer Heaven, in alliance with a vast 
  horde of demonic tribes, Asmodeus remained in Hell as Satan’s viceroy. With 
  the disappearance of Satan, it seemed natural that Asmodeus would take over in 
  his master’s stead, but the other archdevils resented Asmodeus’s power and 
  influence and managed to set aside their own hatreds to make war upon him. 
  Having command over vast devilish hordes, they were capable of forcing 
  Asmodeus into his stronghold in the Ninth Circle, where they believed they 
  would soon overwhelm and destroy him. 
  Where virtually any other individual would despair, Asmodeus recognized 
  several potential weaknesses. Firstly, the hellish legions pressing upon the 
  Ninth were very well aware that they would have to suffer enormous casualties 
  to reach Asmodeus’s citadel, let alone take it. While Baalzebub or Dispater may 
  not have considered casualties an important consideration- Asmodeus knew that 
  their pit fiend generals, who were more deeply concerned with the Blood War 
  against the demon hordes, would be. In particular, the Dukes of Hell wearied of 
  potential conflict. 
  The other factor was the non-participation of the only blood relative of Satan 
  remaining in Hell- the Princess Proserpina. It had been believed that her 
  isolation after her father’s disappearance was total, but Asmodeus had 
  maintained discreet channels with her great fortress, and had, moreover, seen to 
  it that his daughter, Stheno, befriended her. What seemed to virtually everyone 
  else to be a surprise political deal was actually the event of long political 
  negotiations between the two. As for the marriage, it was intended primarily to 
  seal their alliance in the most formal means possible. 
  When Asmodeus struck against the other archdevils, he did so decisively, 
  prostrating them all before him. And then, he did something strange- he allowed 
  them to return to their former posts, with the exception of Belphegor, whom 
  was utterly destroyed, and Baalzebub, which was moved to the Seventh Circle 
  and turned into a hideous slug-creater as punishment for leading the 
  insurrection. Asmodeus then went about flooding almost the entire Eighth 
  Circle and passing over the few remaining fortresses to the rulership of 
  Apollyon, one of the few archdevils to have remained by Asmodeus’s side. The 
  entrance to the Ninth Circle of Hell is also guarded by two horrific beasts, the 
  almighty Behemoth and Leviathan, who are utterly and completely loyal to 
  Asmodeus and none other. 
  And now, Asmodeus’s control over Hell is virtually absolute, though the 
  maintenance of that power absorbs most of his power and attention- to the 
  everlasting benefit of all of Creation. 
  COMBAT: Asmodeus disdains combat, and usually prefers to convince or 
  force enemies to abandon their quest, or he will teleport away and let 
  subordinates deal with combat. If faced with no alternative, however, Asmodeus 
  will spare no effort in immediately destroying enemies, usually opening combat 
  with a time stop, using the granted rounds to call up one of his archdevils and 
  large numbers of subordinate reinforcements, and using the last few rounds to 
  activate his magical defences. Upon the end of the spell, he will use his next 
  round to begin casting destructive spells on enemies and manipulating the 
  environment against them. Asmodeus loathes melee and will avoid it whenever 
  349
  
  MONSTERS
  possible. If the battle should turn against him, he will not hesitate to teleport 
  away.
  AURA OF DOMINION: All beings coming within sixty feet of Asmodeus 
  must make a charisma saving throw or become charmed, seeing Asmodeus as 
  their rightful commander and ruler and will have their alignment moved one 
  step towards Lawful Evil. 
  BLOODSPAWN: Each round after being wounded once, one drop of 
  Asmodeus’s blood will fall to the ground. A roll of a d20 will determine what 
  type of devil is spawned, with the number being rounded down to the 
  appropriate level. 
  CLASS ABILITIES: Asmodeus possesses the class abilities of a 25th level 
  generalized wizard and a 20th level Cleric with the Diabolic domain. The 
  Diabolic domain grants Asmodeus the use of an evil-aligned animal familiar at 
  1st level, and allows him to rebuke or control devils or LE clerics/blackguards as 
  undead at 10th level. 
  CRIMSON SCEPTER: The staff of Asmodeus’s office, the Crimson Scepter 
  is an incredibly powerful artifact, which strikes as a +6 heavy mace, allowing 
  him to overcome all damage resistances handily. The Crimson Scepter does 1d4 
  Str, Con and Dex damage per hit unless a successful constitution saving throw 
  is made. If Asmodeus gains a critical hit with this weapon, it will instantly kill 
  the target without a save. The Crimson Scepter contains a number of additional 
  abilities, allowing Asmodeus to fire a blast of pure arcane energy as a ranged 
  touch attack for 10d6 at will, or surrounding him with a field of magical energy 
  that will absorb up to 200 damage, which he can use once per day. It allows him 
  to cast dominate monster at will, and contains up to 20 spell levels of spells 
  between levels one and six, which can be released at will. 
  DEVILISH ATTRIBUTES: Like all true devils, Asmodeus has the ability to 
  assume the shape of a humanoid creature, disguising their infernal nature and 
  alignments. Attempts to magically detect alignment must make a successful 
  Wisdom check at 18 + 30 or roll a natural 20. True seeing will punch through 
  this disguise, however. Asmodeus also has the ability to speak in any language 
  he desires, as well as to use telepathy. Whenever he speaks, all within hearing 
  range will hear her words in their native language, unless he specifically wills 
  otherwise. Asmodeus also has flawless darkvision and constant true seeing, and 
  emits a constant magic circle against good. 
  IMMUNITIES: As an archdevil, Asmodeus can only be harmed by +4 or 
  greater magical weapons, or +2 weapons that are good-aligned or made of 
  silver. He is immune to fire, poison, charm, fear, death, petrifaction and 
  polymorph spells. He has SR of 15. 
  LORD OF HELL: As the Lord of Hell, Asmodeus can rearrange the 
  geography of Hell at will, creating effects equivalent to earthquake, shape 
  stone, wall of fire and any variety of other spells. He is also capable of 
  polymorphing its inhabitants at will, using his power to immediately promote 
  one devil to a rank immediately higher or lower than it previously occupied, or 
  shaping lemures into proper devils. 
  LORD OF MAGIC: As perhaps the most powerful practitioner of magic in all 
  of Creation, Asmodeus’s power with magic is to be feared. By making 
  successful Intelligence checks, he can use metamagic on his clerical magic as 
  ready as he can with his arcane spells. He is limited not by spell list (Asmodeus 
  knows every spell in existence), but only by spells per day. He is capable of 
  casting two 1st through 3rd level spells per round. 
  SUMMONING: Asmodeus’s summoning powers are peerless and he can 
  summon up to 40 HD of devils once per day. Separately, he is also capable of 
  making a call for another archdevil to assist him. The archdevils that arrives is 
  determined either by CK choice or a d10 roll, with the list below. If the CK is 
  choosing, Asmodeus is more likely to summon Proserpina, Apollyon, 
  Behemoth or Leviathan.
  1.
  Proserpina, Princess of Hell (22nd level)
  2.
  Mammon, Lord of the Second (22nd level)
  3.
  Belial, Lord of the Third (23rd level)
  4.
  Moloch, Lord of the Fourth (23rd level)
  5.
  Dispater, Lord of the Fifth (24th level)
  6.
  Astaroth, Lord of the Sixth (24th level)
  7.
  Baalzebub, Lord of the Seventh (25th level)
  8.
  Apollyon, Lord of the Eighth (26th level)
  9.
  Behemoth (30th level)
  10.
  Leviathan (30th level)
  ASTAROTH (Lord of the Sixth)
  NO. ENCOUNTERED: Unique
  SIZE: Medium
  HD: 25 (d10)
  AC: 32
  MOVE: 60 ft. (levitation), 200 ft. (teleport)
  ATTACKS: 2x Psi Slam +4 (range 60, 3d4+7 damage) or Psionic Burst (radius 
  30, 3d4+7 damage)
  SPECIAL: Aura of Mutability, Devilish Attributes, Immunities, Magical 
  Natural Weapons, Possession, Psionics, Spell-Like Abilities, Summoning
  SAVES: M
  INT: Godlike
  ALIGNMENT: Lawful Evil 
  TYPE: Extraplanar (devil) 
  TREASURE: 
  XP: 400,000
  Astaroth appears as a luminous humanoid being with two pairs of angelic 
  wings, and as the classical androgyne. While typically referred to as a ‘he’, 
  Ashtaroth is extremely androgynous in his form and can change his actual 
  gender as a simple act of will. His physical form appears rather frail and 
  unimpressive- it is his vast psychic abilities that are truly formidable. Astaroth 
  typically appears in gaudy finery and often uses extensive makeup and jewelry 
  to enhance his eerie, mysterious appearance. 
  HISTORY: Astaroth was of the senior angels in Heaven, one of the wisest and 
  greatest of the cherubim. Cast out of Heaven in the aftermath of Satan’s failed 
  rebellion against Heaven, Astaroth soon established himself as one of the most 
  important devils, though from the very beginnings of Hell, he established 
  himself as being a particularly untrustworthy and rebellious underling, 
  continually plotting against his masters. Satan, the original rebel against the 
  order of Creation, seems to have found Astaroth’s treachery to be more amusing 
  than anything and made good use of the Subtle One in his wider plans. 
  While Astaroth was never comfortable with the idea of having any master, it’s 
  safe to say that over the ages, a certain level of respect and mutual 
  accommodation was built between Satan and his most troublesome minion, and 
  one could not honestly imagine existing without the other. When Satan 
  disappeared, Astaroth was genuinely dismayed, though he had made half-
  hearted plots to destroy Satan on numerous previous occasions. The ascension 
  of Asmodeus, however, was something that truly and honestly angered him- his 
  almost-friendly rivalry with Satan became a real, flaming hatred. 
  When Baalzebub approached him about forming an alliance in rebellion against 
  Asmodeus, Astaroth was an eager convert indeed and used all of his influence 
  in order to see to it that the Crimson King was overthrown. The failure of their 
  joint plot was felt most keenly by Astaroth, who realized that Asmodeus was 
  perhaps even more cunning than Satan himself- and that his dominion would 
  last for quite awhile. Astaroth did not lose his position as Lord of the Sixth, but 
  lost a considerable amount of face. 
  Recently, he has been trying to reestablish his political opinion and to create a 
  new and unstoppable alliance against the Lord of the Ninth. It is clear that 
  Astaroth will not rest until Asmodeus is finally and permanently humbled. 
  COMBAT: In combat, Astaroth will almost certainly seek to possess one of his 
  opponents and cast a time stop spell, giving him time to summon assistance and 
  attempt one of his death spells. For the most part, Astaroth will remain distant 
  from enemies, as he has no incentive for melee combat, and let his minions 
  engage enemies in close combat. Typically, Astaroth will attempt to flee if 
  reduced below 50% hit points, using the power word stun programmed in his 
  contingency spell to give him an increased chance of finding safety. 
  AURA OF MUTABILITY: In the presence of Astaroth, all non-Infernal 
  beings find their physical natures are strangely mutable, warped by Astaroth’s 
  incredibly powerful psionic abilities. When coming within sight of Astaroth, 
  roll a d10. This alteration will last for at least 1d4+1 weeks, and have a 10% 
  chance of being permanent. Resisting the Aura of Mutability requires a 
  charisma saving throw. 
  1.
  Character is killed. 
  350
  
   
  2.
  Character loses 1d4 levels. 
  3.
  One saving throw bonus of character set to 0. 
  4.
  One prime of subject randomly changes. 
  5.
  Randomly determined statistic is halved. 
  6.
  Race changes to PC race of CK’s choice. 
  7.
  Alignment shifts by one towards Lawful Evil. 
  8.
  Gender reverses. 
  9.
  All stats are reduced by 1. 
  10.
  No effect
  DEVILISH ATTRIBUTES: Like all true devils, Astaroth has the ability to 
  assume the shape of a humanoid creature, disguising their infernal nature and 
  alignments. Attempts to magically detect alignment must make a successful 
  Wisdom check at 18 + 25 or roll a natural 20. True seeing will punch through 
  this disguise, however. Astaroth also has the ability to speak in any language 
  she desires, as well as to use telepathy. Whenever Astaroth speaks, all within 
  hearing range will hear her words in their native language, unless he specifically 
  wills otherwise. Astaroth possesses perfect darkvision, and sees in total 
  darkness as if it were daylight, has constant true sight and projects a magic 
  circle against good.
  IMMUNITIES: Astaroth is immune to magical weapons of lower than +4 
  enchantment, and good-aligned weapons of less than +2 enchantment. Uniquely 
  amongst devils, he has no particular weakness against silver, though he has a 
  revulsion against it. He is immune to fire, poison, charm, fear, polymorph, death 
  and petrifaction attacks and has a SR of 12. 
  MAGICAL NATURAL WEAPONS: Astaroth’s natural weapons count as +4 
  magical weapons. 
  POSSESSION: Astaroth is capable of physically possessing the body of any 
  one target with a hit dice lower than himself. The victim must make a successful 
  charisma saving throw to avoid his malign influence. His body is transmuted 
  into psychic energy when he makes the leap and he is able to use any of his 
  powers while in the host body as well as the powers of the host body. 
  PSIONICS: Astaroth possesses constant telekinesis, clairvoyance and can 
  detect thoughts at will. Whenever he successfully makes a basic attack, the 
  victim must make an intelligence saving throw or lose 1d4 Intelligence. When 
  Intelligence reaches zero, the victim is rendered comatose. 
  SPELL-LIKE ABILITIES: Astaroth can cast command, hold person, silence, 
  dispel magic, discern lies, tongues, scrying, charm person, knock, levitate, 
  locate object, suggestion, charm monster, confusion, fear, hallucinatory 
  terrain, resilient sphere, feeblemind, hold monster, telepathic bond, teleport 
  without error, invisibility, mirror image, emotion and dream at will. Astaroth 
  can cast geas, mental domination, mass hold monster, mass suggestion and 
  power word stun up to three times a day, and time stop or power word kill once 
  per day. He possesses a minor spell sequencer with mirror image and 
  invisibility programmed into it, a contingency spell programmed to act when he 
  is at 50% hit points with power word stun and a spell sequencer loaded with 
  mass hold monster and wail of the banshee. 
  SUMMONING: Astaroth can summon 1 pit fiend, 1d2 horned or ice devils, 
  1d3 bone devils, 1d4 erinyes, 1d6 bearded devils or 2d6 infernal legionnaires 
  once per day.
  BAALZEBUB (Ruler of the Seventh)
  NO. ENCOUNTERED: Unique
  SIZE: Large
  HD: 25 (d10)
  MOVE: 30 ft., 90 ft. (fly)
  AC: 30
  ATTACKS: 2x Unholy Avenger +5 (2d8+10 dmg, double against good), or 2x 
  Claws +3 (2d6+8 dmg)
  SPECIAL: Class Abilities, Devilish Attributes, Infernal Armour, Miasmic 
  Aura, Resistances, Summoning, Swarm of Flies
  SAVES: M, P
  INT: Godlike
  ALIGNMENT: Lawful Evil
  TREASURE:
  XP: 300,000
  Baalzebub without his armour has a largely humanoid appearance, eight feet tall 
  and powerfully built, without any hair and a sickly grayish-green complexion. 
  His most prominent feature, however, are his large, unblinking compound eyes. 
  In most combat situations, however, Baalzebub wears his armour, which is 
  shaped like the exoskeleton of a giant horrid insect, complete with the head of a 
  fly and giant fly wings. Baalzebub speaks in a somewhat bizarre, metallic, 
  unearthly tenor. 
  HISTORY: Baalzebub is one of the oldest of all of the devils and was once a 
  high-ranking angel who stood and ultimately fell with Lucifer during his 
  rebellion against Heaven. It is claimed by Baalzebub that he was, truly, the first 
  devil- as while Satan was undeniably their lord and master, he was always just 
  as much a vengeful fallen angel as a true devil. The intense rivalry between 
  Baalzebub and Asmodeus for second place in the Infernal hierarchy was 
  established before the great Infernal city was even built. Asmodeus, the 
  consummate politician, soon established himself as Hells chancellor, while 
  Baalzebub was forced to content himself with commanding Hells armies in their 
  eternal war against the demonic tribes of the Abyss. While this position brought 
  him considerable glory and great power, he was also aware that it largely kept 
  him out of political power. 
  When Satan turned his attention once more to Heaven, however, Baalzebubs 
  fortunes changed for the better. While Asmodeus was the supreme politician of 
  Hell, Baalzebub was the greatest logistician and general that the Nine Hells had 
  to offer, and it was he that was largely responsible for the world-shattering 
  victories of the united fiendish armies. It is needless to say that Satans 
  disappearance at the climax of their campaign, and the undoing of the alliance 
  between the Hells and the Outer Abyss was both a serious blow to Baalzebubs 
  ambition and a major opportunity for him. 
  Most of the archdevils had powerful grudges against Asmodeus, and it was not 
  difficult for Baalzebub to acquire their cooperation, though most of them were 
  only allies of convenience. Nevertheless, Baalzebubs military genius made up 
  for much of his political shortcomings, and it was not long before he had forced 
  Asmodeus into a position of submission. Or that is what he thought. It was at 
  that moment that Asmodeus struck a deal with Proserpina, the daughter of Satan 
  himself- an entity that had shut herself away centuries ago and had seemingly 
  ceased to become a factor in Infernal politics. Simultaneously, Baalzebub and 
  his fellow archdevils faced a massive mutiny amongst the Infernal Dukes, who 
  steadfastly refused to attack a child of their original and greatest lord and 
  master. 
  Asmodeus had triumphed, and promptly turned Baalzebub into a horrific slug-
  like monster, constantly oozing filth and waste. While this fate would seem 
  horrible to any being, it was an even greater dishonour for an archdevil, all of 
  whom prided themselves on their majesty and elevation far above the poor 
  tortured souls which the devils hoarded amongst themselves. For centuries, 
  Baalzebub remained in that wretched form, becoming known derisively as the 
  Lord of Flies. But somewhere in that humiliation, Baalzebub seemed to find a 
  new strength and power. It is believed, though not known that Baalzebub sought 
  out the mysterious Shaper, an archdevil with no particular loyalty to any one 
  master, to improve his form. It was the Shaper who made his derisive nickname 
  into a totem of fear. 
  Regaining his humanoid form and possessed of a powerful magical armour, 
  Baalzebub made his power known by violently purging his court of spies, and 
  instituting a terrifyingly totalitarian power in his own circle. Permitting, for the 
  moment, one fairly unimportant spy for Asmodeus to survive (and feeding that 
  devil false information), Baalzebub now plots once again, hoping to retake the 
  Nine Hells which he sees as his fiefdom. And once he does that, he wishes to 
  storm the Gates of Heaven once more.
  COMBAT: Baalzebub enjoys flying into the thick of combat, activating his 
  armour and using his unholy avenger to terrifying effect, with his Miasmic Aura 
  constantly active. He uses his swarms of flies as advance scouts, but also to 
  harass and weaken enemies. Baalzebub will typically choose the most powerful 
  foe (if good-aligned) and use smite good upon them until they are slain. If the 
  battle is more difficult than originally predicted, he will withdraw somewhat, 
  summoning allies and redoubling his efforts. If the battle goes truly badly for 
  him, he will withdraw, using a ring of recall on his person to reach safe harbour. 
  CLASS ABILITIES: Baalzebub has all of the class abilities of a 25th level 
  avenger. 
  DEVILISH ATTRIBUTES: Like all true devils, Baalzebub has the ability to 
  351
  
  MONSTERS
  assume the shape of a humanoid creature, disguising their infernal nature and 
  alignments. Attempts to magically detect alignment must make a successful 
  Wisdom check at 18 + 25 or roll a natural 20. True seeing will punch through 
  this disguise, however. Baalzebub also has the ability to speak in any language 
  she desires, as well as to use telepathy. Whenever Baalzebub speaks, all within 
  hearing range will hear her words in their native language, unless he specifically 
  wills otherwise. Baalzebub possesses perfect darkvision, and sees in total 
  darkness as if it were daylight. 
  INFERNAL ARMOUR: At will, Baalzebub can cover himself in a chitinous 
  armour, which raises his armour class to 35, as well as increasing his Strength 
  to 24. It is also only in his armour that Baalzebub has the ability to fly, using 
  giant fly wings. It also allows him to spray powerful acid at enemies in a cone 
  thirty feet long and five feet wide, doing 5d6 immediate acid damage and 
  continuing damage of 1d8 per round for 1d10 rounds, with no save. 
  MIASMIC AURA: Baalzebub is a master of filth and disease, and has the 
  ability to exude an aura of horrid contagion within thirty feet of him. All non-
  Infernal creatures who pass within this aura when it is active must make a 
  constitution saving throw or suffer a disease which inflicts 1d4+1 immediate 
  damage to all of their physical statistics and continues to sap all physical stats 
  by one point per round, until it is cured or Constitution reaches zero, upon 
  which the subject dies. 
  RESISTANCES: Baalzebub can only be harmed by +4 magical weapons, or 
  +2 weapons that are either good-aligned or made of silver. Baalzebub is also 
  immune to fire, acid, poison, disease, fear, charm, petrifaction and death spells. 
  SUMMONING: Baalzebub is capable of summoning 1 pit fiend, 1d2 horned or 
  ice devils, 1d4 erinyes, 1d10 bearded devils or 2d8 infernal legionnaires once 
  per day.
  SWARM OF FLIES: One of the most horrific elements of Baalzebubs 
  frightening power is the vast swarm of flies which constantly attend him. These 
  flies are each approximately a few inches long, with a swarm of them counting 
  as a unique 4HD monster. Baalzebub controls four swarms of these, and a new 
  swarm can replace a destroyed one every 1d6 rounds. No more than four can be 
  present at any given time, however. 
  BAALZEBUB'S SWARM
  SIZE: Medium (as swarm)
  HD: 4 (d8)
  MOVE: 50 ft.
  AC: 20
  ATTACK: 3d6
  SPECIAL: Disrupt Spellcasting, Healing, Immunities, Remote Viewing, True 
  Seeing
  PRIME: Dexterity
  ALIGNMENT: Neutral 
  DISRUPT SPELLCASTING: A swarm of these insects can stay in place 
  around a spellcaster, raising the spellcasters chance of spell failure to 50%. 
  HEALING: If the swarm has managed to inflict over 50 damage, it can return 
  to Baalzebub, and heal him to that extent. 
  IMMUNITIES: Baalzebubs swarm cannot be targeted with regular weapons, 
  but must be destroyed by AoE attacks of some sort. 
  REMOTE VIEWING: When Baalzebubs armour is active, he can use his 
  swarms as a scouting device by seeing through their eyes directly. This leaves 
  him somewhat vulnerable, though, so he only does it in a position of security. 
  TRUE SEEING: Baalzebubs swarms have constant true seeing active.
  BEHEMOTH
  NO. ENCOUNTERED: Unique
  SIZE: Large
  HD: 30 (d10)
  MOVE: 50 ft., 150 (leap)
  AC: 35
  ATTACKS: 2x Slam +4 (3d6+13), Bite +4 (6d6+13), Tail Slap +4 (3d4+13)
  SPECIAL: Breath of Hellfire, Carapace, Devilish Attributes, Devour, 
  Immunities, Magical Natural Weapons, Reach, Roar, Stomp, Summoning, 
  Volley of Spines
  SAVES: Variable
  INT: Low
  ALIGNMENT: Lawful Evil 
  TYPE: Humanoid 
  Treasure: 
  XP: 500,000
  HISTORY: When Asmodeus defeated the conspiracy of Baalzebul to replace 
  him as the Ruler of Hell, he closed virtually all of the links that connected the 
  Ninth Circle of Hell to the preceding eight, save for a single portal. The Eighth 
  Circle was entrusted to one of his most loyal servants, the archdevil Apollyon. 
  However, Asmodeus did not trust even Apollyon with the task of guarding the 
  gates- not by himself, thus he placed two colossally powerful guardians, one 
  aquatic, one a land creature, to guard the gates, along with a small army of loyal 
  devils. 
  It is unknown by what hand Behemoth was created- the creature was found in 
  the domains that would become Hell as Satan and his fellow rebels were cast 
  out of Heaven. It is suspected that another of the creatures exists, a female, 
  which was used as the mount of the Demiurge, the False Creator, and is 
  rumored to be frozen alongside its master in the vast northern icecap of 
  Cocytus. If this is true, then Behemoth would be the male of their species. 
  Speculations about the creature’s creation, purpose or biology aside, what is 
  known is that Behemoth has become totally loyal to Asmodeus and, though of 
  limited intelligence, sees its purpose as clear enough. Behemoth only stands 
  aside from the Gate for those that his master specifically invites, and will 
  ferociously attack all others, including archdevils. 
  COMBAT: Behemoth relishes in annihilating enemies in droves with its 
  powerful melee attacks, enjoying crushing and devouring those foolish enough 
  to stand in the way of it and its master. Behemoth tends to reserve its powerful 
  ranged attacks for enemies that remain stubbornly out of its reach, and its 
  powerful volleys of barbed spines are a favored tactic against airborne enemies. 
  Behemoth will never retreat from a battle, but if things are going badly, it will 
  attempt to acquire help.
  BREATH OF HELLFIRE: Once every 1d4+1 rounds, Behemoth is capable of 
  making a breath attack of pure hellfire, which does 25d10 damage to anyone 
  caught within its blast, with a successful dexterity saving throw resulting in 
  half damage. The range of the breath attack is 100 feet, with the blast being 
  fifteen feet wide. 
  CARAPACE: The powerful carapace of Behemoth protects it from magical 
  attacks, and all spells directed at Behemoth have a 50% chance of failing. If the 
  spell directed against Behemoth fails, roll a d10, and if a 9 or 10 is obtained on 
  that roll, the spell is reflected back against the user. 
  DEVOUR: If Behemoth hits an enemy with its bite, the enemy must make an 
  immediate dexterity saving throw or be consumed whole by Behemoth, 
  sliding into Behemoth’s gullet. Each round that they are in Behemoth’s 
  stomach, they suffer 6d6 damage from acid and the movements of Behemoth’s 
  stomach. To break out, they must inflict 50 hit points damage on Behemoth 
  with whatever weapons or spells they have on hand. Any spells require a 
  Concentration check at a -10 penalty to successfully cast. 
  DEVILISH ATTRIBUTES: Behemoth can understand any language, and has 
  flawless darkvision. 
  IMMUNITIES: Behemoth is immune to all magical weapons of less than +4 
  enchantment, or good-aligned or silver weapons of +2 or weaker. 
  MAGICAL NATURAL WEAPONS: Behemoth’s natural weapons count as 
  +4 magical, evil-aligned weapons. 
  352
  
   
  REACH: As a huge creature, Behemoth’s physical attacks have a reach of forty 
  feet. 
  ROAR: Behemoth’s roar is so loud and powerful that it inflicts 6d6 sonic 
  damage and deafens all individuals within 200 feet of it, and 3d6 sonic damage 
  and deafening to all creatures within a mile, save for devils, which are 
  magically protected from its effects. A successful constitution saving throw 
  results in half damage and no deafness. The deafening effects of Behemoth’s 
  roar last for 1d10+1 rounds. 
  SPELL-LIKE ABILITIES: Behemoth benefits from constant true sight and a 
  magic circle against good, as well as a magic circle against chaos. 
  STOMP: Behemoth can stomp the ground, creating a vastly powerful 
  shockwave with similar effects to an earthquake spell. It can also elect to 
  attempt to crush a single individual underneath its feet. If the target fails a 
  dexterity saving throw, they are immediately killed and their body desperately 
  mangled, requiring resurrection to revive them. 
  SUMMONING: Behemoth has a 70% chance of summoning a powerful 
  archdevil once per day- a 30% chance of summoning Leviathan, his aquatic 
  counterpart, a 30% chance of summoning Apollyon, the Lord of the Eighth, and 
  a 10% chance of summoning Asmodeus himself. If it fails in summoning any of 
  these beings, a pit fiend is summoned instead. 
  VOLLEY OF SPINES: Behemoth is capable of launching a massive volley of 
  the spines which cover its armoured carapace. The volley of spines is directed 
  against a 30×30 area, and inflicts 10d10+13 damage on any enemies caught in 
  the shower. A successful dexterity saving throw results in half damage. The 
  range of this volley of spines is 200 feet. 
  BELIAL (Lord of the Third)
  NO. ENCOUNTERED: Unique
  SIZE: Medium
  HD: 23 (d10)
  MOVE: 60 ft., 90 ft. (fly)
  AC: 34
  ATTACKS: 2x Fists +5 (2d10+11), Fist +5 (2d6+11) 
  SPECIAL: Aura of Seduction, Class Levels, Combat Prowess, Devilish 
  Attributes, Immunities, Magical Natural Weapons, Masochistic Prowess, Spell-
  Like Abilities, Summoning
  SAVES: M, P
  INT: Genius
  ALIGNMENT: Lawful Evil 
  TYPE: Extraplanar (devil) 
  TREASURE: 
  XP: 300,000
  Belial is one of the most human-looking of the archdevils, with the reddish 
  colour of his skin, sharp teeth and smallish horns marking him out as a devil. 
  His features are extremely handsome, and as Proserpina is the most comely of 
  the she-devils, Belial is almost certainly the most attractive of the male devils. 
  He is relatively large, at eight feet tall, but is well-proportioned for his size. He 
  has long, black hair which he normally wears down. Belial is known for 
  wearing relatively little, and rarely has anything other than a few pieces of 
  jewelry above his waist. 
  HISTORY: One of the original fallen angels, Belial was once noted in Heaven 
  as one of the most beautiful of all of the angels- rivaling Lucifer himself. When 
  Lucifer took on the mantle of Satan and conquered the Abyssal Planes that 
  would become the Nine Circles of Hell, Belial was one of his leading generals 
  and was rewarded with the rulership of one of the Nine Circles for his service. 
  Though he relished the thrill of combat, Belial was not particularly politically 
  ambitious and preferred to spend much of his time in his great palace, lost in 
  sinful pleasures. 
  When the war against Heaven failed, and Satan disappeared, Belial joined 
  Baalzebul’s conspiracy against Asmodeus, Satan’s lieutenant. He was 
  something of a noncommittal ally, however, not being quite sure he actually 
  preferred Baalzebul’s rule to that of Asmodeus. Upon the rebellion’s defeat, 
  Belial was one of the first to make peace with Asmodeus, and was granted the 
  rulership of the Third Circle of Hell. 
  For the most part, Belial is content enough with his current positions and 
  honours, though he has become more active and ambitious now than in previous 
  times. He hopes to simultaneously prove himself to his current lord, Asmodeus, 
  and to present himself, perhaps, as a real alternative to him. He is currently 
  undertaking a campaign to seduce and perhaps ultimately marry Asmodeus’s 
  daughter, Stheno. He has also made efforts to create an earthly cult, the 
  followers of which usually operate in opium dens, brothels and other places of 
  ill-repute. 
  COMBAT: Belial relishes melee combat, and will not hesitate to join in it with 
  adventurers, should they prove resistant to his mental powers or entreaties. He 
  usually seeks to summon allies, using them to provide him with flanking 
  benefits, making his blows even more deadly. He particularly favors using his 
  combat prowess to trip or disarm enemies, making them helpless to further 
  attacks. 
  Should he prove to be losing a combat, he will retreat, rather than fight on to his 
  death. 
  AURA OF SEDUCTION: All beings who pass within sixty feet of Belial must 
  make a charisma saving throw or be charmed, and fall in love with the Prince 
  of Seducers. Mortals who are normally immune to charm effects can be affected 
  by this ability, but gain a +4 bonus to their save. 
  CLASS LEVELS: Belial possesses all of the class abilities of a 23rd level 
  monk. 
  COMBAT PROWESS: Belial can make one trip, disarm or grapple combat 
  maneuver alongside his melee attacks. 
  DEVILISH ATTRIBUTES: Like all true devils, Belial has the ability to 
  assume the shape of a humanoid creature, disguising their infernal nature and 
  alignments. Attempts to magically detect alignment must make a successful 
  Wisdom check at 18 + 23 or roll a natural 20. True seeing will punch through 
  this disguise, however. Belial also has the ability to speak in any language he 
  desires, as well as to use telepathy. Whenever he speaks, all within hearing 
  range will hear her words in their native language, unless he specifically wills 
  otherwise. Belial also has flawless darkvision and constant true seeing, and 
  emits a constant magic circle against good.
  MAGICAL NATURAL WEAPONS: Belial’s natural weapons count as +5 
  magical weapons. 
  MASOCHISTIC PROWESS: For every five hit points damage that Belial 
  suffers, one point is healed and another point is put in a special pool, which 
  Belial can draw from to make his melee attacks more powerful. He can hold up 
  to 50 points in this pool at once, which can be expended in a single blow. If he 
  uses this power, the entire pool is always depleted in a single blow. 
  IMMUNITIES:  Belial is immune to all weapons of below +4 enchantment, or 
  weapons below +2 enchantment that are good-aligned or made of silver. He is 
  immune to fire, poison, charm, fear, polymorph, petrifaction and death spells. 
  SPELL-LIKE ABILITIES: Belial possesses the ability to cast darkness, 
  detect thoughts, improved invisibility, suggestion, hold monster, plane shift, 
  teleport without error and charm monster at will. He can also cast mass charm 
  monster, mass suggestion, mass hold monster, simulacrum and gate once per 
  day. 
  SUMMONING: Belial is capable of summoning 1 pit fiend, 1d2 horned or ice 
  devils, 1d3 bone devils, 1d4 erinyes, 1d10 bearded devils or 2d8 infernal 
  legionnaires once per day.
  353
  
  MONSTERS
  DISPATER (Lord of the Fifth)
  NO. ENCOUNTERED: Unique
  SIZE: Medium
  HD: 24 (d10)
  AC: 32
  MOVE: 40 ft., 60 ft. (levitation)
  ATTACKS: 2x Slam +4 (3d4+10), Tail Sweep +3 (2d4+10)
  SPECIAL: Clockwork Armour, Devilish Attributes, Gaze of Iron, Immunities, 
  Magical Natural Weapons, Mastery of Metal, Spell-Like Abilities, Summoning, 
  Tail Sweep
  SAVES: M, P
  INT: Godlike
  ALIGNMENT: Lawful Evil 
  TYPE: Extraplanar (devil) 
  TREASURE: 
  XP: 400,000
  In the strictest sense, Dispater’s physical body consists only of his head, the rest 
  of his body having been shattered in the aftermath of his fall from Heaven. His 
  face was heinously disfigured at that time, and now he wears an iron mask in 
  the likeness of his prevous face, cast permanently into a contemptuous sneer. 
  The ‘body’ which he wears is actually an elaborately crafted automaton, 
  powered by Dispater’s hideous control over all things metallic. His armour is 
  covered liberally in razor-sharp spikes, and he can change its shape at will, 
  thanks to his ability to manipulate metal. 
  HISTORY: One of the elder angels who joined Satan in his rebellion against 
  Heaven, Dispater was cast down with the others from Heaven, his body being 
  almost totally shattered by the fall. Using only his unique ability to control 
  metal, Dispater built himself a new body over the succeeding millennia, also 
  using his vast powers to slowly set the foundation for the great Iron City of Dis, 
  which eventually came to occupy almost the entire plane that would become the 
  Fifth Circle of Hell. 
  Dispater joined in the rebellion against Asmodeus, led by Baalzebub and 
  Asteroth, though his participation was tentative, and for the most part, Dispater 
  remained in his fortress city of Dis, preparing for the chaos that would 
  inevitably follow Asmodeus’s disthroning. As it happened, Asmodeus managed 
  to win the day, and Dispater remained in his place as the ruler of the Fifth Circle 
  of Hell. 
  It is rare indeed for Dispater to leave the great city of Dis, and there he has 
  established a remarkably orderly realm, and indeed, Dis even plays host to a 
  small but thriving community of mortals, particularly skilled craftsmen and 
  powerful warriors who serve Dispater, particularly in the construction of the 
  giant mechanical golems he posts throughout his realm as guards. Dispater 
  probably leans somewhat more towards the lawful than the evil in his character, 
  and finds arbitrary violence to be somewhat distasteful- though he occasionally 
  gives in to the urge. 
  COMBAT: Dispater is a retiring individual and usually seeks to avoid combat, 
  but if pressed, he will use his most powerful abilities immediately in an attempt 
  to destroy any enemies that are pursuing him. If enemies are favorably lined up, 
  he will use his gaze attack in the first round, and most likely follow it up by 
  summoning a pit fiend or a pair of ice devils. If for any reason combat should be 
  turning against him, Dispater will leave the field of battle to any of his 
  innumerable secret compounds to lick his wounds and plan his vengeance 
  against his enemies.
  CLOCKWORK ARMOR: The ‘body’ that Dispater possesses now is in fact 
  an elaborate automaton, crafted by Dispater personally in the aftermath of his 
  fall from Heaven. This suit of armour possesses several unique abilities. Firstly, 
  it is crafted out of adamantine and is immune to acidic or rusting attacks, and 
  grants Dispater a DR of 5 against all attacks that are not specifically directed at 
  his head. Dispater is capable of changing its form, as the spell alter self at will, 
  and he can also extend the limbs to grant him a reach of 10 if he sees it as 
  necessary. He can alter the limbs into any weapon he desires, which will do 
  twice the damage of a normal weapon of its type- ie, if he makes a greataxe, it 
  will do 2d12 damage rather than 1d12. Finally, mounted in his ‘wrists’ are two 
  rods which can launch hellfire fireballs as a 24th level wizard, though this attack 
  drains the power of the rods for 1d6 hours. Any melee attacks made against 
  Dispater will result in 1d4+4 damage to the attacker, unless they make a 
  successful dexterity saving throw, thanks to the heavily spiked armour. 
  DEVILISH ATTRIBUTES: Like all true devils, Dispater has the ability to 
  assume the shape of a humanoid creature, disguising their infernal nature and 
  alignments. Attempts to magically detect alignment must make a successful 
  Wisdom check at 18 + 27 or roll a natural 20. True seeing will punch through 
  this disguise, however. Dispater also has the ability to speak in any language 
  she desires, as well as to use telepathy. Whenever Dispater speaks, all within 
  hearing range will hear her words in their native language, unless he specifically 
  wills otherwise. Dispater possesses perfect darkvision, and sees in total 
  darkness as if it were daylight, has constant true sight and projects a magic 
  circle against good. 
  GAZE OF IRON: Once per day, Dispater is capable of using a powerful gaze 
  attack which can transform enemies into iron statues. This attack is directed at 
  every individual within a 20×100 cone, and is considered a petrifaction attack 
  for purposes of saving throw and immunity. 
  IMMUNITIES: Dispater is immune to magical weapons of lower than +4 
  enchantment, and good-aligned weapons of less than +2 enchantment. Uniquely 
  amongst devils, he has no particular weakness against silver, though he has a 
  revulsion against it. He is immune to fire, poison, charm, fear, polymorph, death 
  and petrifaction attacks and has a SR of 12. 
  MAGICAL NATURAL WEAPONS: Attacks from Dispater’s adamantine 
  armour are considered to be lawful and evil-aligned +4 magical weapons. 
  MASTERY OF METAL: Dispater possesses an instinctive ability to sense and 
  control metal, and should be considered to have constantly active telekinesis, 
  limited to metallic objects. He can create walls of iron and blade barriers at 
  will, and can destroy weapons, armour or other metallic objects on enemies at 
  will- magical objects will receive a saving throw, however. He can also attempt 
  to crush an enemy in their own armour- inflicting d8 damage per base armour 
  bonus the armour provides. That is, plate mail will inflict 8d8 damage per 
  round, and studded leather only 3d8. He can also deflect 1d4+1 metallic 
  projectiles shot at him.
  SPELL-LIKE ABILITIES: Dispater can cast teleport without error and plane 
  shift at will, and can cast gate once per day. 
  SUMMONING: Dispater can summon 1 pit fiend, 1d2 horned or ice devils, 
  1d3 bone devils, 1d4 erinyes, 1d6 bearded devils or 2d6 infernal legionnaires 
  once per day. 
  TAIL SWEEP: Whenever Dispater attacks with his tail sweep, he should be 
  considered to be making a trip attempt simultaneously with the attack. 
  MAMMON (Lord of the Second)
  NO. ENCOUNTERED: Unique
  SIZE: Large
  HD: 22 (d10)
  MOVE: 30 ft., 60 ft. (fly)
  AC: 32
  ATTACKS: 2x Rod of Avarice +5 (2d6+10 dmg)
  SPECIAL: Aura of Covetousness, Class Abilities, Devil’s Dice, Devilish 
  Attributes, Immunities, Rod of Avarice, Spell-Like Abilities, Summoning, 
  Unlimited Wealth
  SAVES: M, P
  INT: Supra-Genius
  ALIGNMENT: Lawful Evil
  TYPE: Extraplanar (devil)
  TREASURE: Rod of Avarice +5 
  XP: 300,000
  Mammon is fairly large at eight feet tall, but looks largely humanoid, with only 
  subtle devilish features (small horns). Both his flesh and his clothing seem 
  almost entirely made up of gold, with his eyes seeming to be finely cut jewels, 
  glowing with power. It is reported that, if ever spilled, his blood has the 
  appearance and scent of finely spiced wine, rather than normal blood. His 
  features are rather handsome, and his expression one of somewhat distant scorn 
  and amusement. 
  HISTORY: One of the younger archdevils, Mammon was remarkable from the 
  beginnings of his career for his excessive greed and combination of 
  overweening pride before inferiors and cowardly submission to those he 
  considered to be superior. Satan is known to have disdained him, and yet, 
  354
  
   
  promoted him to the rulership of the Second Circle of Hell, largely so as to 
  remove him from his Infernal Court in the Ninth. 
  Mammon was one of the more active members of the alliance against 
  Asmodeus, and was rather surprised that he was not punished with the removal 
  of his circle. For now, he seems to be chastened and has devoted his energies 
  towards the accumulation of souls and treasure- Mammon’s treasure vaults are 
  at least the equal of Asmodeus’s, but his greed prevents him from making 
  effective use of that treasure. 
  It is well-known, to Mammon’s chagrin, that he was not particularly beloved of 
  Satan, the former ruler of Hell, and Mammon resents the frequent reminders of 
  the scorn he was held in by the other archdevils. Those devils who serve him 
  know better than to even mention the name Satan. 
  When not plotting the acquisition of valuable and expensive magical items or 
  unique treasures, Mammon whiles away much of his time gambling, and 
  indeed, while Mammon is greedy in the extreme, he is always punctual and fair 
  in the repayment of any gambling debts he owes- and expects the same of those 
  who play dice with him. 
  COMBAT: Mammon prefers not to openly confront enemies in combat, 
  preferring to either ‘convince’ them to hand over any magical items he desires 
  or to play dice with them- if a party is charismatic enough and he is in a 
  relatively good mood, he can be a fairly magnanimous host. If pressed into 
  combat, though, he will not hesitate to use the full extent of his might against 
  enemies, summoning and gating in allies and using his powerful clerical spells 
  from a distance. He also enjoys pelting enemies with vast quantities of gold and 
  gems, often flattening them underneath mountains of wealth. If pressed, he will 
  not hesitate to teleport away from the combat, to a fortress where he can rest 
  and lick his wounds.
  AURA OF COVETOUSNESS: Anyone who comes within 100 feet of 
  Mammon must make a charisma saving throw or gain an incredible, irrational 
  greed, immediately attacking a nearby ally for any magical items or wealth on 
  their persona or allowing Mammon to plant a suggestion in their minds. 
  CLASS ABILITIES: Mammon possesses the class abilities of a 22nd level 
  cleric. He can use his turning abilities to turn devils, with devils of 10 HD or 
  below counted as extraordinary undead, and devils of over 10 HD as unique 
  undead. 
  DEVIL’S DICE: Mammon possesses a pair of magical six-sided dice, which 
  he can roll to alter reality itself for an individual or a party. The dice can only be 
  rolled once in an encounter. Sevens, Elevens and Twelve are favorable 
  outcomes, the others are all negative, though many can be altered by Mammon 
  to be otherwise if he so desires. The CK should roll two six-sided dice in full 
  view of the players to simulate the outcome of this power. 
  SNAKE EYES: The subject is killed and their soul is immediately forfeit to 
  Mammon. 
  •
  Three: A Pit Fiend is summoned to attack the party. 
  Four: The subject is killed, but their soul is not immediately 
  forfeited. 
  •
  Five: Everyone in the party loses 1d4+1 levels. 
  •
  Six: The party is required to perform a service for Mammon, or lose 
  their souls. 
  •
  Seven (Any): Mammon will freely parley with the party, and if no 
  agreement can be reached, must allow them to leave his realm freely. 
  •
  Eight: All of the party’s wealth and magical items disappear, to go in 
  Mammon’s vast vaults. 
  •
  Nine: The subject’s alignment is changed permanently one level 
  towards Lawful Evil. 
  •
  Ten: Mammon claims the soul of one of the party members, but does 
  not kill them. He may parley for a favor to return the soul. 
  •
  Eleven: Mammon grants the party immense wealth- roll a percentile 
  dice and multiply the result by a thousand to determine what it is. He 
  allows them to leave freely afterwards. 
  •
  Twelve: Mammon grants the party a favor, equivalent to a wish. 
  DEVILISH ATTRIBUTES: Like all true devils, Mammon has the ability to 
  assume the shape of a humanoid creature, disguising their infernal nature and 
  alignments. Attempts to magically detect alignment must make a successful 
  Wisdom check at 18 + 22 or roll a natural 20. True seeing will punch through 
  this disguise, however. Mammon also has the ability to speak in any language 
  he desires, as well as to use telepathy. Whenever he speaks, all within hearing 
  range will hear her words in their native language, unless he specifically wills 
  otherwise. Mammon also has flawless darkvision and constant true seeing, and 
  emits a constant magic circle against good.
  IMMUNITIES: As an archdevil, Mammon can only be harmed by +4 or 
  greater magical weapons, or +2 weapons that are good-aligned or made of 
  silver. Moloch is immune to fire, poison, fear, charm, death, polymorph and 
  petrifaction spells. 
  ROD OF AVARICE: Mammon’s signature weapon is the Rod of Avarice, 
  which functions as a +5 large quarterstaff. It also has the ability to, once per 
  target, force a wisdom saving throw against polymorph- if the target fails, they 
  are transformed into gold. If Moloch scores a critical hit with his staff, it does 
  6d6+22 damage. The Rod of Avarice can store 20 spell-levels of any 1st to 5th 
  level spells, which are cast at Mammon’s CL (22). It also sets the user’s 
  Strength, Wisdom and Constitution to 20, if they are not already higher. 
  SPELL-LIKE ABILITIES: Mammon can cast teleport without error and 
  know alignment at will. He can cast geas, mass suggestion and meteor rain once 
  per day each. 
  SUMMONING: Mammon can summon up to 25 HD of devils, once per day. 
  UNLIMITED WEALTH: Mammon can create functionally unlimited qualities 
  of gold and precious stones at will. He can even use this power to pelt enemies 
  with huge quantities of wealth as a weapon. If he does this, the spell is 
  considered to do 10d6 damage automatically to all targets within a 30×30 foot 
  radius, with a dexterity saving throw resulting in half damage. 
  PROSERPINA (Princess of Hell)
  NO. ENCOUNTERED: Unique
  SIZE: Medium
  HD: 22 (d10)
  MOVE: 40 ft., 90 ft. (fly)
  AC: 32
  ATTACKS: 2x Claw +3 (1d6+5), Tail Slap +3 (1d4+5)
  SPECIAL: Aura of Authority, Class Levels, Coldfire, Devilish Attributes, 
  False Innocence, Magical Natural Weapons, Resistances, Summoning
  SAVES: M, P
  INT: Godlike
  ALIGNMENT: Lawful Evil
  TREASURE:
  XP: 250,000
  Proserpina, when she is not utilizing any disguises appears as a beautiful 
  humanoid, about six feet tall, with dark blue skin, small horns and a four-foot 
  long prehensile tail marking her as a devil. Her eyes are a uniformly glowing 
  yellow normally, though they turn to blue-white when using her coldfire 
  powers. This is the form she typically assumes for the handful of formal 
  appearances she must make with her husband. Unlike many female devils, 
  Proserpina favors somewhat more practical clothing, wearing light armour on 
  the battlefield and a ceremonial version of the same on most other occasions. It 
  is arguable that her relative restraint in wardrobe highlights, rather than detracts 
  from her beauty- the daughter of Lucifer, she is inarguably the most beautiful of 
  all devils and one of the comeliest beings in all of Creation. Frequently, and 
  almost always with mortals that are not her followers, she chooses to appear in a 
  similar form, but as a sixteen-year old girl, rather than a woman in her early 
  twenties. 
  HISTORY: When Lucifer was cast out of Heaven and landed in the Lower 
  Planes, he swiftly found himself a wife amongst the already-existing demons of 
  the Lower Planes, Lilith. It was at this time that Lucifer, already turned from 
  good due to his overwhelming pride, became further corrupted and embittered 
  by the Lower Planes, becoming Satan, the original devil.
  As Satan began to build the Nine Hells from the core of the Lower Planes, 
  Lilith became pregnant, giving birth to twins, a male and female. The male 
  devil, Azazel, was originally trained as a warrior, but his restless and 
  undisciplined ways proved to be a major liability in the strictly organized Hells. 
  Proserpina on the other hand seemed to be the ideal child, ambitious, yet 
  obedient and unwilling to allow herself to outshine her parents. It was decided 
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  MONSTERS
  to train her in sorcery, and Proserpina was trained in the black arts by a variety 
  of mortal and immortal sorcerers and wizards. 
  And so it would have continued, with Proserpina and Azazel being groomed to 
  become sovereigns over one of the Circles of Hell, except that their father, 
  Satan, saw fit to lead a gigantic confederation of the devils and the majority of 
  the demon lords armies in a vast invasion of Heaven- a war that spilled over 
  into the mortal plane with catastrophic results for the world. At the climax of 
  war, it is believed that Satan, wielding the God-Slayer, managed to find the 
  Creator of the Universe. No one knows exactly what happened at that moment, 
  but neither the Creator nor Satan have ever appeared since. 
  The loss of their charismatic and supremely powerful leader was a devastating 
  one to the Nine Hells, with Lilith returning to the Outer Abyss with Azazel, to 
  set themselves up as demon lords of the first order. Proserpina, on the other 
  hand, refused to leave Hell, and indeed, seemed undone by the loss of her father 
  (whom she seems truly to have loved, for all of her evil nature). She retreated to 
  the small corner of the Ninth Circle which her father had cultivated a dim 
  reflection of Heaven, refusing to leave. 
  At first, it seemed natural that Asmodeus, Satans right-hand man would take 
  over as the ruler of all Hell, but a powerful confederation of the other Princes of 
  Hell threatened to undermine that position, and to destroy Asmodeus himself. 
  Though Asmodeus was more cunning than his opponents, his reputation had 
  also managed to draw together a confederation of all eight other acknowledged 
  Devil Princes against him. It was at that moment that Proserpina chose to 
  reemerge from her seclusion, with a dramatic offer of assistance to Asmodeus. 
  She would tender her assistance in maintaining his position as the ruler of Hell, 
  and in exchange, she demanded two things- rulership of the First Circle of Hell 
  and Asmodeuss hand in marriage. 
  The Archdevil Asmodeus, severely pressed, had little choice but to accept to the 
  steep conditions and made the bargain with Proserpina, knowing that the 
  rulership of the First Circle would also make her largely responsible defence 
  against the demons- which might keep her largely out of Hells greater politics. 
  He also knew that alliance with the daughter of Satan would give him an 
  enormous political advantage with the Infernal Dukes, the elite pit fiends that 
  served their archdevil masters as generals and advisors. In a rapid and terrifying 
  show of force, Asmodeus, Proserpina and the Infernal Dukes imprisoned one of 
  the Devil Princes in ice, transformed another into a horrid slug-like monster and 
  politically neutered the rest, and took control over all of the Nine Hells. 
  With the leadership dispute in the Nine Hells over, Proserpina turned her 
  attention to the Blood War against the demons, launching into a spirited 
  campaign that undid all of the successes the Abyssal hordes had against the 
  Infernal legions, and incredibly, took numerous Abyssal fortresses and realms. 
  Though the sheer number of demons made any complete victory nearly 
  impossible, for the first time in millennia, the Blood Wars battles take place 
  almost entirely on demonic territory- with the Nine Hells enjoying a remarkable 
  period of peace. 
  Though by Infernal law, Proserpina is Asmodeus’s wife, it is well-known that 
  their relationship is largely (if not entirely) a political arrangement, with neither 
  having any particular romantic interest in the other. Thus far, it has proven to be 
  enormously beneficial to both parties, but nonetheless, each party desires to be 
  the dominant partner in what is an unusually equal alliance. 
  COMBAT: While no coward- and a famous slayer of demons, Proserpina 
  prefers not to engage in direct combat, using her Aura of Authority and False 
  Innocence, as well as enchantments spells and her native intelligence and 
  fearsome reputation to avoid combat. If pressed into combat, Proserpina will 
  typically avoid melee, choosing to use her power of flight and solid ground 
  speed to keep away from opponents. She will typically summon a handful of 
  allies quite early in the combat, preferring a pit fiend or a few horned devils that 
  can hold an enemy down while she uses powerful spells such as coldfire 
  fireballs and energy blades to rain death upon her enemies. If truly trapped, she 
  will use teleport without error to escape from the fray. This being said, 
  Proserpina is nothing if not an intelligent and inventive tactician, and possesses 
  a vast range of abilities to use against enemies.
  AURA OF AUTHORITY: All LE individuals, or those with alignments one 
  step from LE (NE, LN) who come within 60 feet of Proserpina must make a 
  charisma saving throw at or be charmed. Proserpina’s followers within 60 feet 
  receive the benefit of protection from chaos or evil. 
  CLASS ABILITIES: Proserpina possesses the class abilities of a 22nd level 
  sorcerer. She does not need to prepare spells ahead of time, and has the ability 
  to use an arcane blast which does 6d6+8 damage, up to nine times a day. This 
  attack has a range of forty and functions as a ranged touch attack. 
  COLDFIRE: Through intense study, Proserpina seems to have mastered the 
  creation of a new form of fire, which appears as a blue-white flame which 
  punches entirely through standard fire resistances or immunities. Proserpina can 
  use coldfire for any spell which typically possesses an energy type, and can 
  spontaneously convert any fire present into coldfire, which she can manipulate 
  as powerful blasts (fireball), or in a variety of physical forms (wall of fire) at 
  will. She can even intercept an enemy’s fire or cold-based attacks, transform 
  them into coldfire and direct them back at enemies. This coldfire is imbued with 
  her natural power, and inflicts +1 hp damage for each spell level- a magic 
  missile does +1 bonus damage per missile, a fireball does +3 bonus damage per 
  target. 
  DEVILISH ATTRIBUTES: Like all true devils, Proserpina has the ability to 
  assume the shape of a humanoid creature, disguising their infernal nature and 
  alignments. Attempts to magically detect alignment must make a successful 
  Wisdom check at 18 + 22 (Proserpinas class level), or roll a natural 20. True 
  seeing will punch through this disguise, however. Proserpina also has the ability 
  to speak in any language she desires, as well as to use telepathy. Whenever she 
  speaks, all within hearing range will hear her words in their native language, 
  unless she specifically wills otherwise. She possesses permanent true sight and 
  constantly produces a magic circle against good. 
  FALSE INNOCENCE: Proserpina typically appears as an adolescent girl, and 
  she is skilled at magically playing up on a relatively innocent appearance. 
  Individuals of good alignment are prone to see her as a tragic puppet or as sadly 
  misguided, rather than truly evil and must overcome this urge, or be unable to 
  physically attack her or cast offensive spells against her. It is said that this 
  ability may be fuelled by manipulating the small remnant of angelic heritage 
  remaining within her- though this belief itself may be intentionally spread by 
  her. 
  MAGICAL NATURAL WEAPONS: Proserpinas natural weapons count as 
  +3 cold iron weapons, and can thus harm even demon lords. Her claws and tail 
  do double damage against demons. 
  RESISTANCES: Proserpina can only be injured with +4 or greater magical 
  weapons, or +2 weapons that are silver or good-aligned. She is immune to fire, 
  cold, poison, fear, charm, polymorph, petrifaction and death spells. 
  SUMMONING: Proserpina is capable of summoning 1 pit fiend or subjugator 
  devil, 1d2 horned or ice devils, 1d4 erinyes, 1d10 bearded devils or 2d8 infernal 
  legionnaires once per day. 
  DEVIL LIZARD
  NO. ENCOUNTERED: 1
  SIZE: Small
  HD: 8 (d6)
  MOVE: 50 ft., 30 ft. (climb)
  AC: 21
  ATTACKS: Bite (1d4 plus poison), Claws (1d6 plus essence disruption)
  SPECIAL: Essence Disruption, Frenzy, Nature’s Passage, Poison, 
  Regeneration 2, Spell Resistance 9, Spells, Twilightvision, Woodland Stride
  SAVES: M
  INT: Average
  ALIGNMENT: Neutral
  TYPE: Fey
  TREASURE: 8
  XP: 500+8
  A devil lizard is a bipedal reptilian creature that stands about two-feet tall and 
  weighs no more than 35 pounds. Its hands and feet sport sharp talons and a row 
  of spines rises from the top of its head down to the middle of its back. Its 
  mottled warty skin is dark gray with blotches of black, brown, and green.
  COMBAT: Devil lizards despise humanoids and attack those creatures first. A 
  devil lizard can only be hit by +1 or better magical weapons.
  356
  
   
  ESSENCE DISRUPTION: Any creature hit by a devil lizard’s claws attack 
  must succeed on a wisdom saving throw. Creatures that fail take an extra 1d4 
  damage and become confused (as the spell) for 1 round.
  FRENZY: A devil lizard reduced to half hit points or less flies into a frenzy. 
  While in this state, the devil lizard’s attack deals +2 damage.
  NATURE’S PASSAGE: The devil lizard can move through natural thorns, 
  briars, overgrown areas, and similar terrain at normal speed and without 
  suffering damage or other impairment. Magically manipulated plants still 
  impede a devil lizard’s movement normally. A devil lizard can choose to leave 
  no trail when it moves through natural areas.
  REGENERATION: Three rounds after a devil lizard suffers damage, its body 
  begins to repair itself. Devil lizards regenerate at a rate of two hit points per 
  round. Devil lizards cannot heal damage caused by fire or acid. A devil lizard 
  reduced to 0 hit points does not regenerate.
  DINOSAUR
  APATOSAURUS
  NO. ENCOUNTERED: 1-16
  SIZE: Gargantuan
  HD: 20 (d8)
  MOVE: 80 ft.
  AC: 14
  ATTACKS: Slam (2d6+16)
  SPECIAL: Trample, Twilight Vision, Scent
  SAVES: P
  INT: Animal
  ALIGNMENT: Neutral
  TYPE: Animal
  TREASURE: Nil
  XP: 4950+20
  The apatosaurus, also known as the brontosaurus, is a huge plant-eating 
  dinosaur with a very long neck and enormous body. The apatosaurus has four 
  stout legs that end in clawed feet and though it moves fairly slowly due to body 
  weight, the creature’s enormous size allows it to move greater amounts of 
  distances as compared to a much smaller, but quicker creature.
  COMBAT: As a plant eater, the apatosaurus is docile and peaceful. If 
  threatened by a much smaller creature, however, the apatosaurus is likely to 
  trample the threat or use its whip like tail. The tail is likewise used against 
  targets of huge, gargantuan, or colossal scale.
  TRAMPLE: An apatosaurus can trample anything smaller than itself for 2d20 
  points of damage. Opponents who do not make attacks of opportunity against 
  the apatosaurus can attempt a dexterity saving throw (CL 16) to halve their 
  damage.
  BRACHIOSAURUS
  NO. ENCOUNTERED: 1-20
  SIZE: Gargantuan
  HD: 16 (d8)
  MOVE: 40 ft.
  AC: 14
  ATTACKS: Tail slap (1d8+16)
  SPECIAL: Twilight Vision, Scent
  SAVES: P
  INT: Inferior
  ALIGNMENT: Neutral
  TYPE: Animal
  TREASURE: Nil
  XP: 2100+16
  The brachiosaurus is an enormous, four-legged dinosaur with a sturdy body that 
  features a long neck and a small head. The top of the head of the brachiosaurus 
  is crested and this crest is usually brightly colored on the males. The rest of the 
  body tends to be dull green, gray, blue-gray, or brown in coloration. The 
  brachiosaurus is a relative peaceful giant that feeds on vegetation.
  COMBAT: The brachiosaurus is not much for aggressiveness.
  The size of this creature keeps all but the largest and hungriest of predators at 
  bay. When attacked, the brachiosaurus slaps away with its long tail.
  DEINONYCHUS
  Deinonychus
  Megaraptor
  NO. ENCOUNTERED:
  1-6
  1-6
  SIZE:
  Medium
  Large
  HD:
  4 (d8)
  8 (d8)
  MOVE:
  60 ft.
  60 ft.
  AC:
  17
  17
  ATTACKS:
  Talons (1d8+4), 2 
  foreclaws (1d3+2), Bite 
  (2d4+2)
  Talons (2d6+5), 
  2 foreclaws 
  (1d4+2), Bite 
  (1d8+2)
  SPECIAL:
  Twilight Vision, Scent
  Twilight Vision, 
  Scent
  SAVES:
  P
  P
  INT:
  Inferior
  Inferior
  ALIGNMENT:
  Neutral
  Neutral
  TYPE:
  Animal
  Animal
  TREASURE:
  Nil
  Nil
  XP:
  60+4
  375+8
  A deinonychus is bright green along its back and flanks, with a much lighter 
  shade of the same color on its underside. The body has darker spots or stripes. 
  Its tail extends straight out behind itself, held aloft by an intricate structure of 
  bony supports, thus allowing its weight to be carried entirely by the back legs. It 
  weighs about 600 pounds.
  A megaraptor is a larger version of the deinonychus, standing about 12 feet tall 
  with a total length of 24 feet. It has the same appearance, habits, and abilities of 
  the smaller version.
  COMBAT: A deinonychus uses a combination of speed, grasping forearms, 
  large teeth, and hind legs with ripping talons. It hunts by running at prey, 
  leaping, and ripping with its rear talons as it claws and bites. The talons count as 
  one attack. A deinonychus has a relatively large brain for a dinosaur, and its 
  pack hunts with cunning tactics.
  357
  
  MONSTERS
  POUNCE: If a deinonychus charges, it can use all attacks in one round.
  ELASMOSAURUS
  NO. ENCOUNTERED: 1-8
  SIZE: Huge
  Hit Dice: 10 (d8)
  MOVE: 20 ft., 40 ft. (swim)
  AC: 13
  ATTACKS: Bite (2d8)
  SPECIAL: Twilight Vision, Scent
  SAVES: P
  INT: Inferior
  ALIGNMENT: Neutral
  TYPE: Animal
  TREASURE: Nil
  XP: 900+10
  Though it resides primarily in the water, an elasmosaurus only breathes air. An 
  elasmosaurus has a total length of some 30 feet, including a tail half as long as 
  its entire body, and weighs about 5,000 pounds. Observers who see only its 
  head or tail might easily mistake it for a massive snake.
  COMBAT: An elasmosaurus is aggressive and attacks anything it notices. The 
  creature is strong, fast, and highly maneuverable, able to turn quickly and lunge 
  at prey. When hunting, it travels with its head out of the water, snapping down 
  quickly to seize prey.
  HIDE IN WATER: An elasmosaurus has a +8 bonus on hide checks in water.
  IGUANODON
  NO. ENCOUNTERED: 1-32
  SIZE: Huge
  HD: 8 (d8)
  MOVE: 60 ft.
  AC: 16 
  ATTACKS: 2 Claw spikes
  (2d4+6), tail slam (1d6+6)
  SPECIAL: Twilight Vision, 
  Scent
  SAVES: P
  INT: Animal
  ALIGNMENT: Neutral
  TYPE: Animal
  TREASURE: Nil
  XP: 250+8
  The iguanodon is a relatively fast moving herbivore with a curious thumb spike 
  on each hand. The beak shaped mouth of this dinosaur is toothless but has a 
  bony structure to it that allows it to nibble and tear at leaves. Iguanodons are a 
  bit curious in their locomotion as their bodies are built to handle both running 
  on their hind legs as well as moving about on all fours. As the iguanodon is well 
  suited for different terrain features, the hides of these creatures come in a 
  variety of colors and patterns.
  COMBAT: Being herbivores, the iguanodon usually prefers to avoid battles 
  unless the males are defending their breeding territories. When provoked, these 
  creatures use their thumb spikes and tails to defend themselves.
  MASSOSPONDYLUS
  NO. ENCOUNTERED: 1-32
  SIZE: Large
  HD: 3 (d8)
  MOVE: 50 ft.
  AC: 18
  ATTACKS: 2 Claws (1d6+4)
  SPECIAL: Twilight Vision, Scent
  SAVES: P
  INT: Animal
  ALIGNMENT: Neutral
  TYPE: Animal
  TREASURE: Nil
  XP: 200+3
  Though stupid as a log, the massospondylus is an unusually friendly dinosaur. 
  Though these creatures somewhat resemble smaller versions of the massive 
  sauropods, their muscular legs, clawed feet, and improved dexterity allow them 
  to be reasonably quick and agile. Though a massospondylus can rise up and 
  even run certain lengths on their hind legs, they usually incorporate all four legs 
  into their locomotion.
  The massospondylus usually grows to be up to thirteen feet in length. These 
  herbivores lay eggs in the dirt or sand and the mother does not watch over the 
  eggs or the hatchlings. Upon hatching, the infant massospondylus reaches 
  maturity in five years and can live between 51 to 62 years (1d12+50). In the 
  wild these hatchlings usually follow an adult herd, which neither encourages 
  nor discourages their presence. In times of trouble, however, the herd as a 
  whole usually groups together for protection.
  The hide of the massospondylus is covered with bead-like scales, as with most 
  dinosaurs, and is usually patterned with stripes or splotches. The overall color 
  tone ranges from vibrant greens to dull grays or beige, and the markings are 
  usually a rusty reddish- orange, dull black, or bluish-gray.
  COMBAT: The feet of the massospondylus feature claws at the end of five 
  digits on each “hand” plus a powerful “thumb” claw. During combat this 
  creature will rear back and strike out with the frontal claws. These creatures are 
  not particularly known for being aggressive and the massospondylus will 
  usually choose to flee if threatened or treated in an aggressive manner.
  OVIRAPTOR
  NO. ENCOUNTERED: 1-12
  SIZE: Medium
  HD: 2 (d8)
  MOVE: 50 ft.
  AC: 16
  ATTACKS: Bite (1d6)
  SPECIAL: Twilight Vision, Scent
  SAVES: P
  INT: Animal
  ALIGNMENT: Neutral
  TYPE: Animal
  TREASURE: Nil
  XP: 10+2
  Oviraptors are omnivorous, bipedal dinosaurs with long fingers on their hands 
  that they use for grasping objects, particularly eggs. They have a bird-like head 
  with a strong but toothless beak, and a crest on their snouts that is brightly 
  colored on the males in order to attract female mates. Oviraptors are usually 
  between 6 to eight feet in length and weigh roughly 60 to 70lbs.
  COMBAT: The oviraptor is usually more concerned with finding small game 
  to eat or defending its nest to go actively pursuing trouble. As such, this 
  creature should be treated with having the combat aggressiveness of any normal 
  animal with such needs. When forced into combat, however, the oviraptor has 
  very strong jaws that control the creature’s beak, giving the oviraptor a fierce, 
  crushing bite.
  358
  
   
  PLATEOSAURUS
  NO. ENCOUNTERED: 1-68
  SIZE: Huge
  HD: 4 (d8)
  MOVE: 40 ft.
  AC: 17
  ATTACKS: Slam (1d6+6)
  SPECIAL: Twilight Vision, Scent
  SAVES: P
  INT: Inferior
  ALIGNMENT: Neutral
  TYPE: Animal
  TREASURE: Nil
  XP: 40+4
  The plateosaurus is a bipedal dinosaur, standing around 20 feet tall with a small 
  head on a long neck, and a long tail used for whipping off predators. A plant 
  eater, this creature is usually reasonably placid but may become aggressive if 
  provoked.
  COMBAT: The plateosaurus is a plant eater and thus has little use for combat 
  other than territorial reasons, protection of lair or young, or dominance during 
  mating. As such, the plateosaurus will usually attempt to avoid such situations 
  unless it feels threatened.
  PROTOCERATOPS
  NO. ENCOUNTERED: 1-16
  SIZE: Medium
  HD: 3 (d8)
  MOVE: 30 ft.
  AC: 16
  ATTACKS: Bite (1d4+3)
  SPECIAL: Twilight Vision, Scent
  SAVES: P
  INT: Inferior
  ALIGNMENT: Neutral
  TYPE: Animal
  TREASURE: Nil
  XP: 20+3
  The protoceratops resembles a medium sized version of a triceratops in many 
  ways, only lacking the three horns. The armored crest at the top of the 
  protoceratops’ head is very similar however, and protects this creature from 
  attackers. The protoceratops is around 6 feet in length, and weighs a sturdy 
  900lbs.
  COMBAT: Being herbivorous, the protoceratops is a bit weak combat-wise 
  and has only its bite, intended purely for plant consumption, with which to 
  properly defend itself.
  SCUTELLOSAURUS
  NO. ENCOUNTERED: 1-48
  SIZE: Medium
  HD: 2 (d8)
  MOVE: 40 ft.
  AC: 17
  ATTACKS: Tail Slap (1d3)
  SPECIAL: Twilight Vision, Scent
  SAVES: P
  INT: Animal
  ALIGNMENT: Neutral
  TYPE: Animal
  TREASURE: Nil
  XP: 10+2
  The scutellosaurus is a swift, plant-eating dinosaur that is covered with 
  protective bony plates. Due to the fact that this creature is fairly small and weak 
  compared to other dinosaurs, the scutellosaurus tends to avoid combative 
  situations if possible. The scutellosaurus comes in a variety of shades and 
  patterns, most of which tend to blend somewhat with the surroundings.
  COMBAT: Being a herbivore that is somewhat unimpressive in size, the 
  scutellosaurus usually prefers to avoid battles unless the males are defending 
  their breeding territories. When provoked or threatened, these creatures use 
  their weak tail slaps in an attempt to ward off predators.
  STEGOSAURUS
  NO. ENCOUNTERED: 1-14
  SIZE: Huge
  HD: 8 (d8)
  MOVE: 30 ft.
  AC: 18
  ATTACKS: Slam +8 melee (1d6+6)
  SPECIAL: Twilight Vision, Scent
  SAVES: P
  INT: Animal
  ALIGNMENT: Neutral
  TYPE: Animal
  TREASURE: Nil
  XP: 250+8
  The stegosaurus is a sturdy, plant eating dinosaur whose body is protected by 
  bony plates that run down the back and tail. A heavy tail with four long spikes 
  serves as a natural slamming weapon. This dinosaur is a quadruped that is 28 
  feet in length.
  The stegosaurus varies in shades of color, and sometimes has colorful stripes 
  and mottled patterns on its hide. In addition to the bony plates, another unusual 
  feature of the stegosaurus is the small size of its head. The brain is also quite 
  tiny, especially for a creature of such a notable size, making the stegosaurus a 
  bit on the “stupid” side.
  COMBAT: The stegosaurus is a plant-eating dinosaur, and as such is not 
  aggressive unless it feels threatened.
  TRACHODON
  NO. ENCOUNTERED: 1-36
  SIZE: Large
  HD: 6 (d8)
  MOVE: 50 ft.
  AC: 17
  ATTACKS: Bite (1d8+4) or Tail slap (1d4+4)
  SPECIAL: Twilight Vision, Scent 
  SAVES: P
  INT: Inferior
  ALIGNMENT: Neutral
  TYPE: Animal
  TREASURE: Nil
  XP: 120+6
  The trachodon is a plant-eating creature that is often referred to as a “duck-
  billed” dinosaur. These dinosaurs stand erect on two legs and are agile runners, 
  but for the most part they are rather placid in behavior, but they can become 
  aggressive if provoked. Though they can be found in a wide variety of warm 
  areas, the trachodon prefer to graze upon the plants that grow along the edges of 
  lakes.
  359
  
  MONSTERS
  COMBAT: The trachodon usually wards off predators with a bite from its wide 
  billed mouth or a slap from its sturdy tail.
  DREAM CHILD
  NO. ENCOUNTERED: 1-6
  SIZE: Large
  HD: 12 (d8)
  MOVE: 20 ft.
  AC: 21
  ATTACKS: Bite (2d6), Claws (1d4)
  SPECIAL: Jaunt, Nightmare Given Form, Return to Rest
  SAVES: M
  INT: Average
  ALIGNMENT: Chaotic Neutral
  TYPE: Aberration
  TREASURE: Nil
  XP: 1375+12
  Dream children are strange creatures formed from the dreams and nightmares of 
  mortals who die in their sleep. Once brought to life, they are ravenous things, 
  filled with an unwholesome hunger for the flesh of the living and so they 
  abandon the realm of dreams to stalk the living. A dream child is horrific to 
  behold, a great slavering maw supported by a mass of seven clawed arms. 
  Emerging from its back is a pair of legs with bloody eyes in the soles of its 
  “feet.”
  COMBAT: To propagate their kind, dream children stalk sleeping victims, for 
  when they die, their dreams take shape into a new dream child. Even when 
  confronted with a waking victim, a dream child is quick to compel its victim to 
  enter a restless sleep, while it creeps forward to deliver the killing blow.
  JAUNT: Once per round, the dream child can travel between the ethereal and 
  the material, or vice versa. While in the ethereal, the dream child can only be 
  attacked by incorporeal creatures or creatures on the ethereal plane.
  NIGHTMARE GIVEN FORM: The dream child’s primary attack, when 
  within 30 feet of a sleeping creature, it may cast its influence into the dreams of 
  its victim. The sleeper must make a wisdom saving throw or take 2d8 points of 
  damage. This damage doesn’t wake the victim up. Sleepers slain by this attack 
  spawn a new dream child in the ethereal plane.
  RETURN TO REST: A dream child can compel living creatures to sleep. 
  Once per round, a dream child can force a living creature to make a wisdom 
  saving throw or fall unconscious. The character immediately wakens if 
  vigorously shaken or if it takes damage (other than with the nightmare given 
  form attack). 
  FLESH HOUND
  NO. ENCOUNTERED: 1-8 
  SIZE: Small 
  HD: 1 (d12) 
  MOVE: 50 ft. 
  AC: 13 
  ATTACKS: Bite (1d4), Tail Bite (1d4) 
  SPECIAL: Tail Attack, Undead 
  SAVES: P 
  INT: Animal 
  ALIGNMENT: Neutral Evil 
  TYPE: Undead 
  TREASURE: Nil 
  XP: 9+1 
  Created to serve as guardians, flesh hounds are disturbing creatures, skinless, 
  reanimated hounds the heads of which have been removed and replaced by 
  those of humanoids, the tail of which has been replaced with a sinuous, jaw-
  tipped orifice. The cunning exhibited by these necromantic guardians is rightly 
  feared, and their wretched howl is said to be terrible. 
  COMBAT: Flesh hounds run down their victim's with animal-like cunning, 
  biting with their mouth and tail, rending flesh. 
  TAIL ATTACK: Because their tail is tipped with a vicious maw, flesh hounds 
  can attack opponents in front and behind them simultaneously with no penalty.
  FLESHRAKER
  NO. ENCOUNTERED: 1
  SIZE: Medium
  HD: 4 (d8)
  MOVE: 30 ft.
  AC: 18
  ATTACKS: Razor Knife (1d8)
  SPECIAL: Darkvision 60 ft., Death Hunger, Immunity: Fire (half), Weapons 
  (half), Wounding Weapon
  SAVES: P
  INT: High
  ALIGNMENT: Neutral Evil
  TYPE: Extraplanar
  TREASURE: Nil
  XP: 70+4
  Fleshrakers are terrible fiends conjured up from Hell to spread death and misery 
  in the mortal world. Consumed by an unspeakable need to commit murder, 
  these villains haunt the poor, crowded districts, where a few murdered victims 
  might go unnoticed.
  A fleshraker stands just over six-feet tall and weighs 175 pounds. It has deep 
  crimson skin and long black hair. Its flesh is marred with ritual scars and 
  obscene tattoos. Their faces are long and twisted with an insane smile that 
  spreads wide revealing black teeth when close to killing their prey. These 
  creatures are quick to acquire clothing once they enter the mortal world and can 
  often be seen wearing tall, wide-brimmed hats and long black robes to conceal 
  their ghastly appearance.
  COMBAT: A fleshraker may need to kill, but it’s a patient murderer. It selects 
  its victim from a place covered by darkness and then follows its prey to a 
  remote area where none can interfere. Once alone with its prey, it strikes, 
  slashing with its long razor knife.
  DEATH HUNGER: Each day the fleshraker goes without killing a living 
  creature, it takes 1d4 points of damage. This damage cannot be recovered until 
  the fleshraker kills again.
  WOUNDING WEAPON: A fleshraker’s razor knife opens the flesh to the 
  bone. Living creatures hit by the razor knife must make a constitution saving 
  throw on their next turn or take an extra 1d8 points of damage. 
  GHOST EATER
  NO. ENCOUNTERED: 1-8
  SIZE: Small
  HD: 2 (d10)
  MOVE: 30 ft., 30 ft. (climb)
  AC: 14
  ATTACKS: Bite (1d4), Claws (1d3)
  SPECIAL: Disrupting Bite, Eerie Howl, Final Repose, Darkvision 60 ft., 
  Ghostly Resilience, Sense Undead, Scent, Twilightvision
  SAVES: P
  INT: Animal
  ALIGNMENT: Neutral
  TYPE: Magical Beast
  TREASURE: Nil
  XP: 17+2
  Ghost eaters are strange creatures that prowl the jungles, always on the hunt for 
  undead creatures. The unnatural essence that gives undead the semblance of life 
  sustains these creatures. Ghost eaters are often found haunting the edges of 
  humanoid settlements, particularly burial grounds.
  A ghost eater is about three feet tall, covered in gray hair that is thickest on its 
  head and back. It has a long tail and round face with staring pale eyes.
  COMBAT: Ghost eaters avoid living creatures when possible, but despise 
  undead more than any other creature. They proceed with caution, instinctively 
  aware of their own limitations when facing powerful undead creatures. Thus, 
  when on the hunt, they rely on speed and stealth to bring down their prey.
  360
  
   
  DISRUPTING BITE: Whenever a ghost eater hits an undead creature using its 
  bite attack, it deals an extra 1d6 damage.
  EERIE HOWL: A ghost eater can loose a queer, echoing howl to strike fear in 
  the hearts of those who hear it, even those beyond fear. All creatures, including 
  undead, within 60 feet of a howling ghost eater must succeed on a wisdom 
  saving throw or be forced to flee from the ghost eater for 1d6 rounds. Cornered 
  creatures under the effects of the eerie howl may defend themselves, albeit at a 
  -2 penalty on their attack rolls.
  FINAL REPOSE: Undead creatures destroyed by a ghost eater cannot return 
  and are forever destroyed.
  GHOSTLY RESILIENCE: A ghost eater gains a +2 bonus to Armor Class 
  against attacks made by undead, and when affected by an undead’s attack that 
  requires a saving throw, the ghost eater may roll twice and take the better result.
  SENSE UNDEAD: A ghost eater can unerringly detect the presence of undead 
  within 60 feet. 
  GOLEMS
  CHEMICAL GOLEM
  NO. ENCOUNTERED: 1
  SIZE: Large
  HD: 12 (d10)
  MOVE: 20 ft.
  AC: 18
  ATTACKS: 2 Slams (2d8)
  Special: Berserk, Breath Weapon, Death Throes, Immune to Magic, Rupture
  SAVES: P
  INT: None
  ALIGNMENT: Neutral
  TYPE: Construct
  TREASURE: Nil
  XP: 1375+12
  A chemical golem is a massive man-shape sack of fluid that prowls about in 
  search of living creatures to destroy. The fluid that constitutes their forms is a 
  deadly mix of toxins, acid, and foul chemicals that are lethal to those that 
  encounter the stuff.
  COMBAT: A chemical golem begins combat with its breath weapon, spewing 
  a cone of scalding toxins and acids over all creatures in range. While it waits to 
  breathe again, it charges its opponents, using slam attacks to smash its 
  opponents. A chemical golem always fights to the death.
  BERSERK: In combat, there is a cumulative 1% chance each round that the 
  chemical golem goes berserk. If this occurs, it attacks the closest living creature 
  each round. If no creature is within reach, it smashes some object smaller than 
  itself, then moves on to spread more destruction. Once the golem goes berserk, 
  it remains berserk until destroyed.
  BREATH WEAPON: Once every 5 rounds, a chemical golem may spew a 30-
  foot cone of caustic fluid. Any creature in the area takes 5d6 points of acid 
  damage. A successful dexterity saving throw halves this damage.
  DEATH THROES: When reduced to 0 hit points, a chemical golem explodes 
  in a burst of foul burning liquids and deadly gases. All creatures within 20 feet 
  take 6d6 points of fire damage. A successful dexterity saving throw halves this 
  damage.
  IMMUNITY TO MAGIC: Chemical golems are immune to all magical effects 
  except as noted here. A neutralize poison or remove disease spell slows a 
  chemical golem for 2d6 rounds (no save).
  RUPTURE: Whenever a chemical golem takes 10 or more points of damage 
  from a single attack, it ruptures, spraying burning liquid and toxic chemicals in 
  all directions. All creatures within 10 feet of the chemical golem take 3d6 points 
  of fire damage. A successful dexterity saving throw halves this damage.
  GOBBET
  NO. ENCOUNTERED: 1-4
  SIZE: Large
  HD: 5d10
  MOVE: 6 ft
  AC: 12
  ATTACKS: 1d4+1, Tentacle x 6 (+5 to hit) 
  SPECIAL: Suffocate 
  INT: 6/Insane
  ALIGNMENT: Neutral (Evil)
  TYPE: Undead (Unique)
  TREASURE: Nil
  XP: 30+3
  The Gobbet is a foul creation of the Necromantic arts merged with the natural 
  powers of druidic magic. The Liber Mortis, an evil tome of undead magics, 
  gives the user the power of forcing flesh to leave the bones of a corpse; thereby 
  providing a clean skeleton to cast enchantments upon. However, when nature 
  magics are combined they allow the flesh to be made independent of the 
  skeleton while still living. This oozing blob of flesh is the result called the 
  Gobbet.
  The Gobbet can be made from one creature, though usually the malignant 
  practice is used to create a single entity from the flesh of several victims at once 
  (resulting in a Large size creature). IT moves slowly, pulling its ponderous bulk 
  like a slug towards its prey, which is any living flesh. It sees by raising its 
  eyestalks (two eyes for each victim used in the creation of the Gobbet) like 
  telescopes up from its bulk to navigate direction and attack. Its attacks are 
  bloody tentacles of arteries, veins, and cartilage that can entrap opponents (4 hp 
  of damage needed to sever a tentacle). It as no bone structure, having left its 
  skeleton behind in the creation rite and so has no teeth but fingernails are 
  combined into its ‘maw’ that can do the damage noted above (1d4+1). It can 
  also use its maw to entrap a victim’s head; suffocating them in 6 rounds (CON 
  saves to be made after the 2nd round with a -2 cumulative penalty every 
  succeeding round the victim is still entrapped). 
  DESCRIPTION: The Gobbet is a massive blob of flesh colored goo, 
  amorphous and rippling in its bulk. Occasionally opening appear in its surface 
  to allow eyeballs to rise up on their bloody optic nerves to survey its 
  surroundings and to direct blood-spattered cords of circulatory masses to the 
  attack. Its maw is a smooth opening at its center with rows of finger & toenails 
  mimicking teeth which to attack its prey.
  GREY MATTER
  NO. ENCOUNTERED: 1-3
  SIZE: Small
  HD: 5 (d10)
  MOVE: 10 ft
  AC: 14
  ATTACKS: Tendril x4 (1d4 Acid+Attach)
  SPECIAL: Attach, Psionics, Telepathy
  SAVES: M
  INT: Genius
  ALIGNMENT: Neutral (Neutral)
  TYPE: Ooze
  TREASURE: -
  XP: 2750+10
  In its true form, a Grey Matter is a wrinkled amorphous blob of amniotic fluid 
  coupled in a sheet of myelin, somewhat resembling a human brain. Four 
  vascular tubes, continually dripping blood, hang from the sides of a Grey 
  Matter, trailing a reminder of its passage. The creature possesses no sensory 
  organs, and no communicatory features, but that underlies its true nastiness, for 
  a Grey Matter is a supreme tactician, and a deadly cunning opponent. Few 
  victims ever see a Grey Matter for what it is, and those that do, never see 
  anything else.
  COMBAT: Grey Matter are psychically aware creatures, combining efficient 
  hunting with an unearthly intelligence to feed. Lashing out with its bleeding 
  appendages, a Grey Matter focuses its hunger on the least physically -able 
  victim it detects, attempting to destroy quickly, consume the brain, and then 
  strike again, resuming a normal shape to avoid detection.
  361
  
  MONSTERS
  ATTACH: When a Grey Matter strikes with a tendril, the victim must make a 
  successful strength saving throw to avoid having the tendril latch hold, 
  inflicting 1d2 points of automatic acid damage until the tendril, the Grey 
  Matter, or the victim is dead. If a Grey Matter strikes the same victim with all 
  four of its tendrils, and the victim fails to save against each, the Grey Matter 
  immediately pulls itself to the victim, activates its alter size to shrink itself, and 
  destroys the victim’s brain, causing immediate and irrevocable death. The Grey 
  Matter then liquefies, and seeps through the orifices of the victim’s skull, and 
  prepares for another attack, immediately polymorphing into something 
  innocuous. A tendril has an AC of 19, and has 2d12 hit points; damage to a 
  tendril does not affect a Grey Matter in any way, save for reducing its number 
  of attacks when a tendril is destroyed.
  PSIONICS: Capable at will, as a spellcaster of 10th level— ghost sound, mage 
  hand, message, alter size, levitate, magic mouth, suggestion, dimension door, 
  hallucinatory terrain, polymorph (objects only), feeblem ind, and phase door.
  TELEPATHY: A Grey Matter can communicate with any creature, regardless 
  of language, provided the creature has an Intelligence of 3 or more.
  GRIM MANTLE
  NO. ENCOUNTERED: 1 (Unique) 
  SIZE: Medium 
  HD: 8 (d8) 
  MOVE: 40 ft. 
  AC: 20 
  ATTACKS: 2 Slams (1d6) 
  SPECIAL: Twilight Vision, Regeneration 4, Spell-Like Abilities, SR 10 
  SAVES: M, P 
  INT: High 
  ALIGNMENT: Chaotic Evil 
  TYPE: Fey 
  TREASURE: Nil 
  XP: 950+8 
  Grim Mantle stalks the lonely places of the world, a solitary figure, a being of 
  unknowable origin, of unspeakable horror. Tall, gaunt, sinuous, limbs and 
  fingers unnaturally long, seemingly possessed of far too many joints, Grim 
  Mantle earned its name from its cloak, a ghoulish patchwork of stolen faces, 
  faces sewn together with fresh sinews, faces stolen from all manner of sentients. 
  Faces that still twist, gibber, and mouth silent screams. That Grim Mantle's face 
  is a gaunt, smooth, and bereft of any features may explain its strange need to 
  mystically flay the faces of others. Grim Mantle stalks its prey following some 
  strange, unfathomable pattern, not resting until it has acquired its new cloak 
  patch, or been banished in the process. Grim Mantle's movements are akin to 
  the motions of a perverse marionette, utterly silent, and few hear its approach 
  until it is much too late. Fewer still have escaped its relentless hunt, its quest to 
  obtain 1 3 new faces for its cloak each year. While Grim Mantle has been 
  defeated and banished in the past, such victories is partially hollow, for Grim 
  Mantle always appears again after a year and a day, in some remote location, 
  ready to refresh its garb. 
  COMBAT: Grim Mantle prefers victims that do not fight back, taking pains to 
  isolate victims, attacking when they are at their weakest or most unsuspecting, 
  even slaying poor souls in their sleep. It pulverizes and crushes opponents, 
  always taking care to leave the face undamaged, ripping it free as the death 
  rattle issues in their throat. 
  SPELL-LIKE ABILITIES: Charm Person, Sleep, Spider Climb. These 
  abilities are usable once per day, at the 8th level of ability.
  INFERNAL AUTOMATON
  NO. ENCOUNTERED: 2-4
  SIZE: Small
  HD: 4 (d10)
  MOVE: 20 ft.
  AC: 19
  ATTACKS: Slam (1d8 plus 1d6 fire)
  SPECIAL: Breath Weapon, Death Throes, Immune to Fire, Scalding Strike, 
  Steam
  SAVES: P
  INT: Inferior
  ALIGNMENT: Lawful Evil
  TYPE: Construct
  TREASURE: 2
  XP: 60+4
  COMBAT: Infernal automatons are not bright combatants by any stretch and 
  when dispatched to attack by their wicked masters, they form up in rigid ranks, 
  march forward, and belch clouds of scalding steam as they lash out with their 
  white-hot appendages. When an opponent comes within reach, the infernal 
  automatons swarm about, breaking up their ranks to shred and burn their 
  enemies. Dimly aware as they are of their tortured existence, the spirits that 
  animate these constructs relish every fight as a chance to find peace and thus 
  rarely back down once committed to a fight.
  BREATH WEAPON: An infernal automaton spews a cone of blazing fire. All 
  enemies within 20 feet take 3d6 fire damage. A successful dexterity saving 
  throw halves this damage. An infernal automaton must wait 1 minute between 
  each use of this ability.
  DEATH THROES: When reduced to 0 hit points, an infernal automaton’s 
  body begins to shake and tremble. After 1d3 rounds, it explodes dealing 3d6 
  points of fire damage to all creatures within 20 feet.
  SCALDING STRIKE: An infernal automaton’s attacks deal an extra 1d6 
  points of fire damage.
  STEAM: At the start of each of the infernal automaton’s turns, all creatures 
  within 10 feet must succeed on a constitution saving throw or take -2 on all to 
  hit rolls due to the sporadic bursts of super-hot steam emanating from the 
  infernal automaton’s body. 
  LIFE LEECH
  NO. ENCOUNTERED: 2-12
  SIZE: Medium
  HD: 6 (d8)
  MOVE: 5 ft., 50 ft. (fly)
  AC: 18
  ATTACKS: Bite (1d8), Barbed Wings (1d6)
  SPECIAL: Life Drain, Darkvision
  SAVES: P
  INT: Average
  ALIGNMENT: Chaotic Evil
  TYPE: Aberration
  TREASURE: Nil
  XP: 180+6
  A life leech is a hideous creature that resembles a normal bat, but sized to that 
  of a man. It has barbs on the end of its wings, and drooling fangs emerge from 
  its slobbering mouth. Found in remote islets, sailors whisper these things seem 
  to exist only to feed on the souls of the living.
  COMBAT: A life leech drops from the sky to deliver its soul-sucking bite 
  attack, before fluttering off into the night.
  LIFE DRAIN: Living creatures hit by a life leech’s bite attack lose one level 
  and take a -2 penalty to attack and damage rolls. Multiple hits results in 
  additional level loss, but do not worsen the penalty on attacks. An affected 
  creature can lift this penalty by making a constitution saving throw each day. 
  362
  
   
  MALKIN
  NO. ENCOUNTERED: 1
  SIZE: Small
  HD: 3 (d8)
  MOVE: 30 ft.
  AC: 16
  ATTACKS: Bite (1d3), Claws (1d2)
  SPECIAL: Rake, Sense Corruption, Twilightvision, Immune to Electricity and 
  Poison, Regeneration 2, SR 3, Telepathy 100 ft., True Sight
  SAVES: M
  INT: Low
  ALIGNMENT: Any
  TYPE: Extraplanar
  TREASURE: Nil
  XP: 35+3
  A malkin resembles a normal housecat, but its physical appearance is the extent 
  of their similarities. A malkin is far more intelligent and armed with a variety of 
  supernatural powers that makes them particularly valuable to adepts of all 
  stripes.
  Any who dabble in the occult should find value in these unusual creatures, and 
  many sorcerers have made pacts with these creatures to serve as familiars, 
  companions, and helpers. An individual malkin does not form lasting 
  attachments to their bipedal masters, being fickle and capricious creatures 
  capable of leaving on a whim.
  COMBAT: A malkin fights only when cornered, fleeing confrontations when 
  able. When forced to fight, it brawls with great ferocity, hurling itself at a foe to 
  bring all of its claws and teeth into play.
  RAKE: A malkin that hits with its bite attack may make two rake attacks with 
  its hind legs. These attacks have an additional +1 bonus to hit and inflict 1d2 
  damage each.
  SENSE CORRUPTION: A malkin can unerringly sense evil creatures within 
  60 feet. 
  TELEPATHY: A malkin communicates by transmitting its thoughts to a 
  friendly creature within 100 feet.
  TRUE SIGHT: Malkins perceive their surroundings as if under the effects of a 
  true seeing spell.
  MANC BUG
  NO. ENCOUNTERED: 1 or 1-3
  SIZE: Small
  HD: 2 (d4)
  MOVE: 60 feet, 10 feet (fly)
  AC: 15
  ATTACK: Stinger (1d4+Poison) and Bite (1d3)
  SPECIAL: Spell Immunity, Poison, Detect Magic, Consume Magic
  SAVES: P
  INT: Low
  ALIGNMENT: Neutral
  TYPE: Beast
  TREASURE: -
  XP: 350+5
  Manc bugs look like beetles, having large round bodies covered in a hardened 
  shell, ending at the rear with an elongated stinger. Underneath, translucent 
  wings extend to allow the manc bug limited flight. These beasts are attracted to 
  the unique emanations of magic, able to detect the subtle ripples caused by 
  spellcasting, or the presence of a magic item. Indeed, manc bugs survive by 
  feeding from such things, and their presence is a sure indicator of magic nearby. 
  On the open market, a manc bug typically sells for several hundred, if not 
  thousands, of gold, and even a dead manc bug has value, since its shell and 
  other parts can be used in the manufacturing of magic-detecting items or used as 
  components for spells.
  COMBAT: Manc bugs are not interested in attacking, though they often 
  instigate combat by attempting to feed. They generally will retreat if formidable 
  force is shown to them, but it will return later, if it can. Manc bugs are always 
  hungry.
  SPELL IMMUNITY: Due to their voracious appetite and consumption of 
  magic, manc bugs have developed an immunity to spells.
  POISON: At the base of the manc bug’s stinger is a venomous sac filled with a 
  disruptive toxin which has become laced with magical properties. If a creature 
  is struck by the manc bug, a successful constitution saving throw must be 
  made or the effect of a dispel magic spell as cast by a 12th level caster is 
  generated; if a spellcasting creature, whether by class or inherent ability, is 
  struck, the save is made but a failure results in the additional loss of a random 
  spell.
  DETECT MAGIC: Manc bugs are perpetually affected by the spell detect 
  magic but with a range of 120 feet.
  CONSUME MAGIC: Each day a manc bug touches a magic item, the 
  effective caster level (the level of the item’s creator) of the item decreases by 
  one, until, at zero, the item ceases to be a magic item. For magical weapons and 
  armor, every four levels lost results in a reduction in the magical plus of the 
  weapon by one. Any item drained by a manc bug cannot be restored, though it 
  can be re-enchanted if rendered nonmagical.
  META-DROID
  NO. ENCOUNTERED: 1-6
  SIZE: Medium
  HD: 10 (d8)
  MOVE: 30 ft.
  AC: 20
  ATTACKS: +8 fist (1d12+2) or +8 laser beam (3d10)
  SPECIAL: Laser, Immune to mind-affecting spells, ½ damage from cold, fire 
  or electricity
  SAVES: P, M
  INT: Robotic
  ALIGNMENT: Neutral
  TYPE: Robot Guardian
  XP: 1050+8
  These mechanical sentinels are somewhat larger than humans, and are protected 
  by riveted and yellow enameled metal sheets. In addition to attacking with their 
  fists, Meta-Droids can shoot a laser beam every third round, for a maximum of 
  5 per day. Meta-Droids are set to guard ancient ruins and military bases, and are 
  found there as well as in certain domains of the Underworld.
  NECROPEDE
  NO. ENCOUNTERED: 1-2 
  SIZE: Large 
  HD: 6 (d10) 
  MOVE: 40 ft., 15 ft. (climb) 
  AC: 15 
  ATTACKS: 3 Slam (1d8), Constrict (6d4) 
  SPECIAL: Constrict, Undead 
  SAVES: P 
  INT: None 
  ALIGNMENT: Neutral Evil 
  TYPE: Undead 
  TREASURE: Nil 
  XP: 330+6 
  A necropede is a terrible abomination, the necromantic fusion of multiple 
  humanoid torsos, stitched in-line, the creation's many arms serving as legs, 
  propelling the foul thing swiftly across all manner of terrain, and even up walls 
  and cliffs! Most necropede's are constructed using six torsos, but they may be 
  made with more or less. 
  COMBAT: In combat half of a necropede's torsos rear up, striking out with 
  many limbs, or twisting around an opponent, binding and crushing with its 
  many arms. 
  CONSTRICT: When a necropede strikes with half or more of its slam attacks, 
  it automatically wraps itself around the opponent. The victim must make a 
  successful strength saving throw to avoid a constricting hold. On the round 
  363
  
  MONSTERS
  immediately following the use of this ability, the victim suffers the effects of 
  the constriction automatically. A new save is allowed to escape the necropede's 
  clutches every round. A necropede constricts its victim for 6d4 points of 
  crushing damage per round. Breaking free requires a successful strength check 
  against challenge level 9.
  NEOTHELID
  NO. ENCOUNTERED: 1
  SIZE: Large
  HD: 25 (d8)
  MOVE: 20 ft.
  AC: 25
  ATTACKS: Bite (2d12)
  SPECIAL: Breath Weapon, Fear, Grab, Perfect Sense 100 ft., Swallow Whole
  SAVES: M
  INT: Superior
  ALIGNMENT: Chaotic Evil
  TYPE: Extraplanar
  TREASURE: 18
  XP: 5300+25
  No one is quite certain where these creatures come from and indeed many deny 
  they exist at all. Those students of the occult who dabble with theories of other 
  dimensions suggest the neothelid in fact originates from another dimension and 
  that it ever seeks to cross the barriers of space and time, punching through the 
  fabric of reality in acts of incredible supernatural powers. It’s whispered that 
  some cults see these things as gods and they work to bridge their worlds to 
  usher in a new era of horror with the neothelids as masters.
  A neothelid is a great wormlike creature measuring over 50-feet long. Its head 
  is a mass of writhing tentacles that surround a toothy maw. Although it has no 
  eyes or other sensory organs, it unerringly senses its prey.
  COMBAT: The neothelid fights simply, snapping at annoying enemies and 
  swallowing them alive. Once it has gobbled up a couple of foes, it spews its 
  breath weapon, disgorging its acids and its meal in one tremendous blast of 
  destruction.
  BREATH WEAPON: A neothelid can spew a cone of its digestive juices in a 
  50-foot cone once per day. Creatures in the area take 25d6 acid damage, though 
  they are entitled to a dexterity saving throw to reduce the damage to half. If 
  the neothelid swallowed any creatures, the creatures are similarly disgorged and 
  appear in a space at the end of the cone. These creatures are subject to the 
  breath weapon’s damage, and may make a saving throw to reduce its damage by 
  half.
  FEAR: The neothelid is a horrific foe, a being beyond nightmare. Upon first 
  seeing the neothelid, all non-extraplanar creatures must succeed on a wisdom 
  saving throw or become afraid, taking a -1 penalty on attacks until they hit the 
  creature.
  GRAB: When a neothelid hits a Medium or smaller creature with its bite attack, 
  it snatches that creature off its feet. A grabbed creature can attempt a Strength 
  or dexterity saving throw to escape the grab, but if it does so, it falls to the 
  ground prone.
  SWALLOW WHOLE: On its turn, if the neothelid is grabbing a creature, it 
  can try to swallow that creature whole. The target is entitled to a Strength or 
  dexterity saving throw to avoid being swallowed. On a failed save, the 
  creature disappears into the monster’s gullet. Each round, on the neothelid’s 
  turn, swallowed creatures take 5d6 acid damage from its digestive juices. A 
  swallowed creature can attack from within the belly of the beast or cast spells, 
  but only if it first succeeds on a constitution saving throw. Should the 
  neothelid die, swallowed creatures can crawl free from the monster.
  OCULAR SENTINEL
  NO. ENCOUNTERED: 1-4 
  SIZE: Small 
  HD: 1 (d2) 
  MOVE: 20 ft. 
  AC: 13 
  ATTACKS: Nil 
  SPECIAL: Cannot be Surprised, Darkvision 60 ft., Necromantic Bond, Undead 
  SAVES: P 
  INT: None 
  ALIGNMENT: Neutral 
  TYPE: Undead 
  TREASURE: Nil 
  XP: 9+1 
  Created by taking up to a dozen eyeballs, complete with stalks, and 
  necromantically congealing them into a roughly spherical mass atop a wriggling 
  clump of stalks, an ocular sentinel serves as guardian and spy. Seeing in all 
  directions at once, moving about by scurrying atop its eye-stalks, it is 
  inoffensive but ever-watchful, and its creator may choose to see what it sees. 
  COMBAT: Ocular sentinels avoid combat, and are too small, weak, and 
  unequipped to be able to deal damage to other beings. 
  CANNOT BE SURPRISED: Due to their darkvision and mass of eyes 
  pointing in every direction, ocular sentinels cannot be back attacked, sneak 
  attacked, or otherwise surprised by opponents not somehow utterly obscured 
  from view or invisible. 
  NECROMANTIC BOND: The creator of an ocular sentinel is instantly alerted 
  if the sentinel sees an intruder or is damaged or slain. They may also opt to 
  concentrate for a round to see what the ocular sentinel sees as if they were 
  standing in the same spot, providing the sentinel is within 100 ft.
  PHYNNODDEREE
  NO. ENCOUNTERED: 2-8
  SIZE: Medium
  HD: 3 (d6)
  MOVE: 35 feet, 25 feet (fly, good)
  AC: 20
  ATTACK: Weapon (Weapon+3)
  SPECIAL: Spell-Like Abilities, Invisible, Silent, Immune to Darkness, Spell 
  Resistance (10), Fast Healing 2, Regenerate, Rejuvenate, Enormous Strength, 
  Daylight Powerlessness
  SAVES: P
  INT: High
  ALIGNMENT: Chaotic Evil
  TYPE: Fey
  TREASURE: Lair
  XP: 2,200+3
  Phynnodderee are murderous, ravenous carnivores, stalking the lowlands they 
  call home, striking out as dusk falls and the sun fades to darkness. Malicious, 
  mischievous, and ugly, these creatures, distantly related to both Trolls (q.v.) and 
  Pixies, (q.v.), are psychotic killing fey possessing great strength, and 
  indomitable fortitude. Nighttime protects the Phynnodderee, sheltering the 
  creature in its unyielding embrace, blending together to cloak the Phynnodderee 
  in absolute concealment; in fact, if the creature did not wish to make a sound, it 
  would not be possible to know one had moved, or even stood nearby— so total 
  is their stealth. This reliance on shadows has slowly withered away the 
  Phynnodderee, warping them. Forever barred to the caress of the Sun’s warmth, 
  Phynnodderee immediately turn to stone when exposed to daylight, rendering 
  the creature powerless. Phynnodderee always hunt in mobs, ranging in size 
  from 2 to 8.
  COMBAT: Silent, imperceptible death, is the trademark of the Phynnodderee, 
  leaving a trail of blood and half-devoured carcasses, emptied to fill the beast’s 
  hunger. Strike hard, strike fast, and kill— that is all a Phynnodderee knows. 
  Having no fear, and no inhibition, a Phynnodderee will attack even creatures 
  that far outclass them in toe-to-toe combat, relying on a series of mobile strikes, 
  to sap and weaken their prey before moving in for a catastrophic decimation.
  364
  
   
  SPELL-LIKE ABILITIES: Polymorph Self, Permanent Illusion (1/day), 
  Dispel Magic (8th level effect) (1/day), and Dancing Lights (1/day).
  INVISIBLE: A Phynnodderee is always invisible, as the spell Improved 
  Invisibility, when moving or attacking, unless it chooses to be visible.
  SILENT: Phynnodderee do not make sound when moving, and do not require 
  Verbal components for any spell cast. If the Phynnodderee wishes to end this 
  effect, it is automatic, but can be restarted at will.
  IMMUNE TO DARKNESS: Darkness, whether natural or magical, is no 
  hindrance to a Phynnodderee.
  SPELL RESISTANCE (10): To be affected by a spell or spell-like ability, the 
  originator of the effect must roll a 10 or higher on a d20.
  FAST HEALING 2: Three rounds after a Phynnodderee suffers damage, its 
  body begin repairing, at the rate of 2 hit points regained per round. It cannot 
  heal damage caused by fire or acid.
  REGENERATE: A Phynnodderee can reattach severed body part, placing the 
  stumps together, and gaining immediate use of the limb.
  REJUVENATE: Unless a Phynnodderee is scorched with flame or dissolved 
  by acid, its pieces will reform and it is not permanently dead. The 
  Phynnodderee becomes active again in 3d6 rounds. Total physical destruction is 
  required; even a fingertip that survives destruction will allow the Phynnodderee 
  to reform, at the location of the piece that survived.
  ENORMOUS STRENGTH: A Phynnodderee adds three times is Hit Dice 
  when making strength saving throws or checks. Regardless of weapon used, a 
  Phynnodderee always inflicts 3 extra points of damage.
  DAYLIGHT POWERLESSNESS: If a Phynnodderee is exposed to true 
  daylight, or the effects of the spell Daylight, it is immediately petrified, as is 
  failing a strength saving throw. When so affected, a Phynnodderee is visible, 
  but has Damage Reduction +3 (blunt), meaning only a magical non-edged 
  weapon of +3 or greater enchantment can damage it; Spell Resistance and all 
  other special qualities are lost however. A Stone to Flesh spell has no effect on 
  a petrified Phynnodderee, but a Move Earth, Passwall, or other powerful Earth-
  related spell or effect will instantly slay the creature if cast directly on the 
  Phynnodderee.
  SPECIAL: Phynnodderee almost always have the abilities of the Rogue or 
  Assassin class. Some (25%) might have the abilities, including spellcasting, of 
  the Wizard or Illusionist class.
  PICACOUATL
  NO. ENCOUNTERED: 1-6
  SIZE: Small
  HD: 2 (d10)
  MOVE: 15 ft., 50 ft. (fly)
  AC: 18
  ATTACKS: Bite (1d3)
  SPECIAL: Holy Surge, Poisoned Bite, Darkvision, Protection from Evil, Sense 
  Evil
  SAVES: P
  INT: Low
  ALIGNMENT: Chaotic Good
  TYPE: Magical Beast
  TREASURE: Nil
  XP: 22+2
  A picacouatl is a small feathered and winged serpent, covered in bright scales 
  with riotous-colored wings and glittering emerald eyes. Picacouatls are small 
  predators found in jungles. It flies through the forest canopy, feeding on 
  monkeys, birds, and other small game. It measures 6 feet long and with a 5-foot 
  wingspan.
  COMBAT: Under normal circumstances, a picacouatl avoids combat, 
  preferring only to fight when hunting for food. This said, picacouatls cannot 
  abide evil creatures and may attack them when encountered. It makes full use of 
  its speed and maneuverability, darting in to strike and retreating to allow its 
  poison to take effect.
  HOLY SURGE: Once per day, a picacouatl can unleash a burst of holy energy 
  when it makes a successful bite attack against an evil creature. The target is 
  entitled to a wisdom saving throw. On a failed save, the target takes an extra 
  1d8 points of damage.
  POISONED BITE: A living creature hit by the picacouatl’s bite attack must 
  immediately make a constitution saving throw. On a failed save, the creature 
  takes 1d12 points of damage and takes a -2 penalty on all Strength, Dexterity, 
  and constitution saving throws and checks. Each hour thereafter, the target is 
  entitled to a new save to throw off the effects of the poison. Each time it fails 
  the save, it takes an additional 1d12 damage.
  PROTECTION FROM EVIL: A picacouatl gains a +2 bonus to AC against 
  attacks made by evil creatures. It gains a +2 bonus to saving throws against an 
  evil creature’s special attacks.
  SENSE EVIL: As the detect evil spell, continuous. 
  PIT BRIER
  NO. ENCOUNTERED: 1, 2-5
  SIZE: Large
  HD: 4
  MOVE: 10 ft.
  AC: 20
  ATTACKS: 3 Tendrils (1d8)
  SPECIAL: Grab, Rend
  SAVES: P
  INT: Animal
  ALIGNMENT: Lawful Evil
  TYPE: Plant
  TREASURE: 3
  XP: 60+4
  COMBAT: A pit brier is vicious and malevolent, hunting its prey with a 
  surprising cunning for its nature and otherwise low intelligence. Its tactics 
  honed from its violent existence in the lower planes, it is capable of keeping 
  itself very still so it is all but imperceptible from other plants around it. When 
  its prey comes within its reach, it sends a thorny tendril to wrap around its 
  victim’s body. Once it grabs it, it rips its foe to bloody gobbets of flesh, 
  spattering blood to feed its hungry roots.
  GRAB: When a pit brier damages an opponent with a tendril, that opponent 
  must succeed on a strength saving throw on its very next turn or become 
  grabbed. A grabbed creature cannot move and takes a -2 penalty on all to hit 
  rolls and damage rolls (minimum 1 point of damage). A grabbed creature can 
  try to escape at the start of its turn each round or automatically becomes free 
  when the pit brier is slain. A pit brier gains a +2 bonus on to hit rolls against 
  grabbed creatures.
  REND: A pit brier that hits the same opponent with two or more tentacle 
  attacks automatically deals an extra 2d6 points of damage. 
  POULTREGEIST
  NO. ENCOUNTERED: 6-9
  SIZE: Small
  HD: 1 (d12)
  MOVE: 30 feet, 10 feet (fly)
  AC: 6
  ATTACK: Claw (1d2)
  SPECIAL: Ovakinesis, Instant Hatching, Mesmerizing Cluck, Incorporeal 
  SAVES: P
  INT: -
  ALIGNMENT: Chaotic Evil
  TYPE: Undead (Rare)
  TREASURE: -
  XP: 5+1
  A poultregeist is the disembodied form of a domesticated bird, often of a 
  headless chicken or other small fowl killed violently and suddenly. The 
  poultregeist is unaware of its existence, assuming it still lives, having 
  spontaneously arisen as a ghostly undead. This transformation imbues the 
  poultregeist with odd and inexplicable powers, and warps what fragile mind it 
  365
  
  MONSTERS
  had to that of an insane and terrible beast. Poultregeists hate any creature that 
  feeds on eggs, attacking them on sight, using whatever means available to them.
  COMBAT: Poultregeists rarely initiate direct melee, but when they do, a 
  dazzling display of ectoplasmic feathers coupled with quick and decisive claw 
  swipes bring many foes down. They do not know fear, and never retreat.
  OVAKINESIS: Any egg, or egg-like object, within 120 feet can be 
  telekinetically lifted, and hurled at an enemy. This attack delivers an amount of 
  damage based on the size, and weight, of the object, with an ordinary egg 
  dealing one point of damage, but progressing upwards to a maximum of 5d6. 
  Castle Keepers are left to their discretion as to the amount of damage the attack 
  deals. Poultregeists can use this ability as often as desired.
  INSTANT HATCHING: Poultregeists can, at will, cause any unhatched eggs 
  within sight to spontaneously hatch a fully matured bird. The exact effects of 
  this ability are identical to monster summoning I, save that birds created this 
  way are real creatures, and do not disappear. Such created birds are treated as 
  regular birds of prey, and are immediately, within the same round, brought 
  forth, under the poultregeist’s control; control lasts for 1d4 rounds.
  MESMERIZING CLUCK: Despite being headless, a poultregeist can 
  communicate, and a gathering generates a mind-numbing effect, created by 
  their incessant clucking. When six or more poultregeists are together, within 90 
  feet, they can radiate an intoxicating sound, with identical effects to the 
  hypnotism spell. This ability can be used as often as possible, but is ended if 
  any of the contributing poultregeists are slain, or move further than 90 feet. The 
  effect is also terminated if a subject of the hypnotism is attacked, or suffers 
  damage.
  INCORPOREAL: Poultregeists are able to walk, or attack, through solid 
  objects, and cannot be affected by any weapon of less than a +1 enchantment.
  PTERANODON
  NO. ENCOUNTERED: 1-24
  SIZE: Large
  HD: 2 (d8)
  MOVE: 20 ft.
  AC: 11
  ATTACKS: Bite (1d8-3)
  SPECIAL: Twilight Vision
  SAVES: P
  INT: Inferior
  ALIGNMENT: Neutral
  TYPE: Animal
  TREASURE: Nil
  XP: 10+2
  The pteranodon is a flying lizard. While this creature appears to be massive in 
  size and had a wingspan of over twenty feet, the pteranodon was actually 
  extremely lightweight due to its hollow bones and frail structure.
  COMBAT: Though menacing in appearance, the pteranodon is a weak creature 
  with little combative capabilities. Though having a good -sized beak, the 
  pteranodon is mostly toothless, and its jaws are not nearly as strong as a 
  creature its normal size. As such, most pteranodons tend to avoid all but Tiny to 
  Small sized targets unless starving.
  PWALG
  NO. ENCOUNTERED: 2-5
  SIZE: Small
  HD: 5 (d8)
  MOVE: 20 ft.
  AC: 17
  ATTACKS: Bite (d6)
  SPECIAL: Acidic Slime, Squirt Acid, Stench, Darkvision 60 ft., Immune to 
  Acid and Poison
  SAVES: P
  INT: Low
  ALIGNMENT: Chaotic Evil
  TYPE: Extraplanar
  TREASURE: Nil
  XP: 180+5
  A typical pwalg is a fat blob of quivering fatty tissue. From the many orifices 
  weep streams of brown milk. Generally satisfied, it spends its time chuckling 
  darkly to itself. However, when agitated, it tears free two arms and waddles 
  forward, shifting its bulk to reveal its sucking lamprey mouth.
  ACIDIC SLIME: Corrosive slime covers a pwalg’s body. Any creature 
  touching a pwalg takes 2d4 acid damage. Whenever a creature hits a pwalg with 
  a weapon, the creature must succeed on a dexterity saving throw or 
  permanently reduce the damage die of his weapon by one step (1d8 becomes 
  1d6 for example). A weapon whose damage is reduced below 1d2 is destroyed.
  SQUIRT ACID: Whenever a pwalg moves, it squirts acid, dealing 1d4 points 
  of acid damage to all creatures within 30 feet. A dexterity saving throw 
  negates this damage.
  STENCH: A pwalg reeks of spoiled ham. Living creatures within 30 feet must 
  succeed on a constitution saving throw or take a -2 penalty on all to hit rolls. 
  A creature that succeeds on a saving throw cannot be affected by the same 
  pwalg’s stench for 24 hours. Multiple failed saves against different pwalgs have 
  no additional effect and the penalties are not cumulative. 
  SCORPITRON
  NO. ENCOUNTERED: 1
  SIZE: Huge
  HD: 11 (d8)
  MOVE: 50 ft.
  AC: 20
  ATTACKS: 2*+11 claws (1d10+3) and +8 laser beam (4d10)
  SPECIAL: Laser, Laser Diffraction, Immune to mind-affecting spells, ½ 
  damage from cold, fire or electricity
  SAVES: P, M
  INT: Robotic
  ALIGNMENT: Neutral
  TYPE: War Machine
  XP: 2100+11
  An autonomous battle platform resembling a huge armor-plated scorpion. The 
  Scorpitron can shoot a laser beam every other round for a maximum of 10 per 
  day. This beam can blast through thinner brick walls and hurl a human target 
  10’ backwards. Lasers and other rays harmlessly bounce off the reflective 
  carapace. Mechanical legs provide excellent mobility on smooth and sloped 
  surfaces. The Scorpitron’s only weakness is its bulk, which makes it hard to 
  progress through or turn around in narrow spaces. Scorpitrons are usually 
  encountered in deserts and ruined cities.
  366
  
   
  SERPENT PEOPLE
  NO. ENCOUNTERED: 1, 2-5, 3-18
  SIZE: Medium
  HD: 1 (d8)
  MOVE: 30 ft., 20 ft. (swim)
  AC: 15
  ATTACKS: Weapon
  SPECIAL: Change Shape, Darkvision 60 ft.
  SAVES: P
  INT: Average
  ALIGNMENT: Neutral
  TYPE: Monstrous Humanoid
  TREASURE: 1
  XP: 5+1
  Serpent People are man-sized snakes equipped with arms and legs. Most have 
  green scales, but a few sport brown, red, banded, or even yellow scales.
  COMBAT: Serpent people are notoriously cautious in combat, rarely taking 
  risks and being careful to control the time and place of their battles. Rather than 
  take their opponents head on, they use change shape to assume the guise of their 
  enemy’s race if possible and lure them into ambushes. Other serpent people use 
  their shapechanging abilities to infiltrate enemy ranks, poison food and water 
  supplies, and generally cause havoc until their foes are so weakened that the rest 
  of the serpent person’s allies can strike without fearing heavy casualties.
  Larger groups of serpent people often include clerics, who guide the foot 
  soldiers in combat. Many priests are insane, driven mad by their god’s anger.
  CHANGE SHAPE: A serpent person can assume the form of any Small or 
  Medium humanoid. 
  SHADOW SERPENT
  NO. ENCOUNTERED: 2-8
  SIZE: Medium
  HD: 2(d8)
  MOVE: 30 ft.
  AC: 14
  ATTACKS: Weapon or Bite (1d6)
  SPECIAL: Poison
  SAVES: P
  INT: Inferior
  ALIGNMENT: Chaotic Evil
  TYPE: Monstrous Humanoid
  TREASURE: 1
  XP: 10+2
  Shadow Serpents are wretched terrible things that skulk in the darkness and 
  feast on whatever they can catch. Little more than animals, they live mostly by 
  their instincts.
  COMBAT: A shadow serpent is a careful opponent, being sure to linger in the 
  shadows until the proper time to strike. Even after it attacks, it always does so 
  from areas of darkness, avoiding lit areas if possible. The undead lashes out 
  madly, striking at the closest creature each round, relying on the combination of 
  its chill aura and weakness to defeat its opponents. Being insubstantial means a 
  shadow serpent can be hit only by magical weapons of +1 or better.
  CHILL AURA: At the start of each of a shadow serpent’s turns, all living 
  creatures within 10 feet must succeed on constitution saving throws or take 1d4 
  cold damage.
  WEAKNESS: Any creature damaged by a shadow serpent’s touch must 
  succeed on a constitution saving throw or take a -2 penalty on to hit rolls and 
  damage. A victim may attempt a new constitution saving throw each minute 
  to overcome the weakness. Multiple hits deal damage as normal but do not 
  worsen the penalties from weakness. 
  SKIN CLOAK
  NO. ENCOUNTERED: 1-6
  SIZE: Medium
  HD: 2 (d12)
  MOVE: 20 ft.
  AC: 14
  ATTACKS: Slam (1d4)
  SPECIAL: Constrict, Darkvision 60 ft., Grab
  SAVES: M
  INT: Average
  ALIGNMENT: Chaotic Evil
  TYPE: Undead
  TREASURE: 2
  XP: 15+2
  COMBAT: Skin cloaks are aggressive in combat and filled with a dread 
  loathing of spellcasters, perhaps out of hatred for those who gave them unlife. 
  Thus, a skin cloak attacks arcane spellcasters before any other target. Once a 
  skin cloak grabs its enemy, it constricts until its enemy is dead.
  CONSTRICT: A skin cloak deals 1d4 points of damage to any opponent it is 
  grabbing at the start of its turn.
  GRAB: Any creature struck by a skin cloak’s slam attack must succeed on a 
  dexterity saving throw or become grabbed. A grabbed creature cannot move 
  and takes a -2 penalty on to hit rolls, damage rolls, and AC. Each round, the 
  creature can attempt to escape the grab by succeeding on a Strength or Dexterity 
  check. 
  SKIN SACK
  NO. ENCOUNTERED: 1-4 
  SIZE: Medium 
  HD: 2 (d6) 
  MOVE: 20 ft. 
  AC: 14 
  ATTACKS: Grab (None), Constrict (1d4 + Suffocation) 
  SPECIAL: Constrict, Improved Grab, Undead, Yielding 
  SAVES: P 
  INT: None 
  ALIGNMENT: Neutral Evil 
  TYPE: Undead 
  TREASURE: Nil 
  XP: 30+2 
  Painstakingly removed intact from a humanoid corpse, the skin may be imbued 
  with necromantic energies, animating it and thereby creating a skin sack. 
  Moving with a fluid, sagging motion, a skin sack attacks by twisting itself 
  around or engulfing a foe, slowly crushing and suffocating it, the victim's 
  struggles clearly visible within. 
  COMBAT: Skin sacks attack by grabbing and engulfing their opponents, 
  crushing and suffocating them within their folds. 
  IMPROVED GRAB: An opponent struck by a skin sack must make a 
  successful strength saving throw to avoid being engulfed. An engulfed target 
  cannot move, but may attempt to break free of the skin sack's embrace, or attack 
  the skin sack itself. After being engulfed, the victim begins suffering the effects 
  of the skin sack's constrict ability. On each subsequent round, after taking 
  damage from constriction, a victim is allowed to make a strength saving throw 
  to try to break free. 
  CONSTRICT: Any victim engulfed by a skin sack automatically takes damage 
  on subsequent rounds, and begins to suffocate. A skin sack constricts its victim 
  for 1d4 points of crushing damage per round. If the skin sack is not slain, or the 
  opponent otherwise released within three rounds, the victim is unable to breathe 
  and blacks out. Three rounds after losing consciousness, the victim will die. 
  There is no saving throw. Attacks that hit an engulfing skin sack deal half 
  damage to the monster and half to the trapped victim. 
  YIELDING: Because of their malleable, yielding nature, any blunt weapons do 
  half damage, while slashing and piercing weapons do normal damage.
  367
  
  MONSTERS
  SPECTER, FIRE
  NO. ENCOUNTERED: 1, 2-5, 6-36
  SIZE: Medium
  HD: 2 (d12)
  MOVE: 30 ft.
  AC: 17
  ATTACKS: Weapon
  SPECIAL: Darkvision 60 ft., Fear, Fiery Attack, Flaming Death, Immolating 
  Ire, Immune to Fire, Vulnerability to Cold
  SAVES: P
  INT: Low
  ALIGNMENT: Lawful Evil
  TYPE: Undead (Extraordinary)
  TREASURE: 3
  XP: 17+2
  Fire spectres are undead creatures created when black-hearted villains are 
  burned alive. Their hatred burns so strong the fires transform them into 
  supernatural terrors. Unless laid to rest, they roam the earth bringing fire and 
  death to all that cross their path.
  A fire spectre retains little of its former form, being a skeletal creature in the 
  tatters of its clothing and armor. In place of eyes, balls of glowing white fire 
  burn in its sockets, scorching the bone all around. When it uses its flaming 
  death trait, dancing red flames envelop the creature until it appears to be a man-
  shaped pillar of fire.
  COMBAT: Fire specters are every bit as cruel and vicious as they were in life. 
  The very first thing a fire specter does in combat is to fling itself at the closest 
  foe slashing with its weapon until its opponent drops. In mobs, they team up in 
  groups of two or three against a single opponent at a time, blanketing their foes 
  with their fear. They do not retreat until their immolating ire ability activates, at 
  which point they make a fighting retreat until they regain the deck of their ship.
  FEAR: At the start of each of a fire specter’s turns, all creatures within 30 feet 
  must succeed on a wisdom saving throw or take a -1 on to hit rolls and saves 
  for 1 round. The effects of multiple failed saves in the same round are not 
  cumulative.
  FIERY ATTACK: A fire specter’s weapon attacks deal an extra 1d6 fire 
  damage.
  FLAMING DEATH: A fire specter is affected by a continuous aura of flame 
  and functions as if under the effects of a wizard’s fire shield spell. For the 
  purposes of dealing damage, this effect functions as if cast by a 7th-level 
  wizard.
  IMMOLATING IRE: Whenever a fire specter is reduced to half its maximum 
  hit points, its body flares with hellish flames dealing 3d6 fire damage to all 
  creatures within 10 feet. Creatures in the area are entitled to a dexterity saving 
  throw to halve this damage.
  VULNERABILITY TO COLD: When struck by cold-based weapons or 
  attacks, the fire specter takes twice the normal damage.
  SPIRIT LIZARD
  NO. ENCOUNTERED: 1-2
  SIZE: Small
  HD: 6 (d6)
  MOVE: 40 ft., 20 ft. (climb)
  AC: 18
  ATTACKS: Bite (1d4), Claws (1d4)
  SPECIAL: Poisoned Bite, Spell-Like Abilities, Merging, Nature’s Passage, 
  Tree Bond, Twilightvision
  SAVES: P
  INT: High
  ALIGNMENT: Neutral Good
  TYPE: Fey
  TREASURE: 6
  XP: 240+6
  The spirit lizard looks something like a small, fine-featured lizard person, about 
  two-feet tall, with long-fingered hands and large, sparkling eyes. A small crest 
  rises from the top of its head. Spirit lizards live in the jungle. They are fiercely 
  protective of the trees and wildlife of their home areas and protect them from 
  harm.
  COMBAT: A spirit lizard watches its enemies, and uses its animal allies and 
  spell-like abilities to hinder its foes and drive them out from its jungle.
  POISONED BITE: A living creature hit by a spirit lizard’s bite attack must 
  immediately make a constitution saving throw or become groggy, taking a -2 
  penalty on AC and attacks. On the creature’s next turn, it must make another 
  saving throw or fall asleep for 1d6 hours. A sleeping creature can only be 
  roused if it takes at least 1 point of damage.
  SPELL-LIKE ABILITIES: Animal friendship (3/day), animal shapes (1/ 
  week), calm animal, command plants (3/day), commune with nature (3/day, 
  when merged with bonded tree only), entangle, goodberry (3/day), plant 
  growth (3/day), speak with animals, speak with plants, summon animals 
  (3/day). Merging: A spirit lizard can merge its body with a tree, disappearing 
  completely. While inside the tree, it is aware of its surroundings, but can 
  otherwise take no action. If the tree in which the spirit lizard is merged is 
  destroyed, so too is the spirit lizard.
  NATURE’S PASSAGE: Spirit lizards can move through any sort of 
  undergrowth at normal speed. It can choose not to leave tracks when moving in 
  areas of jungle.
  TREE BOND: Like dryads, spirit lizards have a strong bond with a particular 
  tree and cannot move more than 20 miles from their tree. If forced to do so, they 
  die after 1d4 days of separation. A spirit lizard merged with its bonded tree 
  gains regeneration 2.
  TAVI
  NO. ENCOUNTERED: 1-12
  SIZE: Small
  HD: 2(d10)
  MOVE: 40 ft., 20 ft. (climb)
  AC: 16
  ATTACKS: Bite (1d4)
  SPECIAL: Attach, Darkvision 60 ft., Group Hunter, Ophidian Malice, Serpent 
  Sense
  SAVES: P
  INT: Low
  ALIGNMENT: Neutral
  TYPE: Magical Beast
  TREASURE: 2
  XP: 15+2
  These small creatures are about the size of a halfling when standing upright and 
  the size of a small dog when on all fours. They have grayish-brown fur with a 
  pointed snout, rounded ears, and a long tail. Their black eyes gleam with 
  intelligence and their front paws are particularly agile.
  Tavi are the result of a magical experiment to create a bigger and more 
  intelligent mongoose for dealing with larger snakes and snake-like races such as 
  the serpent folk. They can stand upright and use their front paws to manipulate 
  objects, but drop onto all fours for running.
  COMBAT: Tavi despise snakes and destroy them wherever they are 
  encountered. Tavi may not be strong, but are swift in battle, and work well in 
  groups to bring down larger foes.
  ATTACH: A creature hit by a tavi’s bite attack must succeed on a Strength or 
  dexterity saving throw or the tavi locks its powerful jaws onto its victim. Each 
  round, the target is entitled to a new save to detach the tavi. For each failed 
  save, however, the tavi automatically deals bite damage. An attached tavi has 
  AC 10.
  GROUP HUNTER: When groups of tavi work together, they receive a +1 
  bonus to AC and saving throws for every three tavi present.
  OPHIDIAN MALICE: Tavi have been bred to hunt and destroy serpents and 
  serpent people. Whenever they confront these creatures, tavi gain a +2 bonus to 
  hit and damage against serpents and serpent-like creatures. As well, they gain a 
  +5 bonus to saving throws against these creatures’ special attacks.
  368
  
   
  SERPENT SENSE: A tavi can unerringly detect the presence or absences of 
  any reptilian creature within 30 feet. 
  THANATOS
  NO. ENCOUNTERED: 1
  SIZE: Large
  HD: 10 (d12)
  MOVE: 40 ft. (swim)
  AC: 16
  ATTACKS: Bite (2d6)
  SPECIAL: Energy Drain, Grab, Swallow Whole, Darkvision 240 ft., Immune 
  to Cold and Electricity, Regeneration 5, Vile Luminescence
  SAVES: M
  INT: Animal
  ALIGNMENT: Neutral Evil
  TYPE: Undead
  TREASURE: 10
  XP: 1350+10
  A thanatos is a horrific abomination, being the undead remains of a great fish. 
  Its bony head looks eerily like a monstrous skull and its eyes are white and 
  blank. Great rents and tears in the scales of its sides show tattered flesh beneath. 
  Its scales and flesh are translucent, revealing hints of its skeleton here and there. 
  It glows with an unnatural greenish-white light, and its mouth is full of long, 
  jagged teeth.
  COMBAT: Thanatos normally frequent the deepest, darkest depths of the 
  ocean, feeding on the corpses of creatures that sink to the ocean bed. 
  Occasionally, however, they may rise to shallower depths to raid the settlements 
  of aquatic races in search of food. They have even been known to attack ships.
  ENERGY DRAIN: Living creatures hit by a thanatos’s attack lose one level. 
  For each such level lost, the thanatos heals 10 hit points.
  GRAB: Whenever a thanatos hits a creature with its bite attack, the creature 
  must succeed on a Strength or dexterity saving throw or become grabbed. 
  Each round, on the creature’s turn, it may attempt a new saving throw to escape, 
  but a failed save results in bite damage.
  SWALLOW WHOLE: On its turn, if the thanatos is grabbing a creature, it can 
  try to swallow that creature whole. The target is entitled to a Strength or 
  dexterity saving throw to avoid being swallowed. Instead of taking damage on 
  a failed save, the creature disappears into the monster’s gullet. Each round, on 
  the thanatos’s turn, swallowed creatures take 4d6 damage from being battered 
  about inside the monster. A swallowed creature can attack from within the belly 
  of the beast or cast spells, but only if it first succeeds on a constitution saving 
  throw. Should the thanatos die, swallowed creatures can crawl free from the 
  monster.
  VILE LUMINESCENCE: A thanatos gives off an eerie glow, filling a radius 
  of 60 feet with shadowy light. All undead inside the glow gain a +2 bonus to 
  AC and a +1 bonus to hit. 
  TYRANT
  NO. ENCOUNTERED: 1 
  SIZE: Medium 
  HD: 12 (d10) 
  MOVE: 40 ft. (fly) 
  AC: 18 
  ATTACKS: 1d4 Bites (1d6) 
  SPECIAL: Spells, Darkvision 60 ft., SR 16, Multi-Cast 
  SAVES: M, P 
  INT: Genius 
  ALIGNMENT: Neutral Evil 
  TYPE: Aberration 
  TREASURE: 10 
  XP: 3840+12 
  A strange product of sorcerous experimentation, a Tyrant is a floating sphere 
  some 3-ft. in diameter, its flesh thick, gnarled, run-through with pulsating veins, 
  the front of the sphere set with a multitude of maws, each replete with twisted 
  fangs. Spaced randomly about its surface, up to a dozen tentacles twist 
  obscenely, each tipped with a dexterous, tentacular hand. Intelligent, and 
  malevolent, a Tyrant observes the world through many cruel eyes set around its 
  mouths, but its greatest power comes from its command of the arcane arts, for 
  Tyrants are able to learn and cast spells. Possessed as it is of multiple limbs and 
  mouths, a Tyrant can cast multiple spells simultaneously, making it a severe 
  threat to any beings it encounters. As they grow in age and power, Tyrants are 
  said to develop more mouths and tentacles, enabling them to cast ever more 
  spells at the same time. 
  Tyrants are selfish, cruel, and self-serving, but are also not above cooperating 
  with others when it furthers their interests. As a result, many are often found in 
  the company of evil allies, or directing henchmen and underlings. They only 
  seem unwilling to bear the company of others of their kind. 
  These details reflect the abilities of a typical Tyrant with six limbs; older, more 
  powerful Tyrants may possess up to twelve limbs and commensurately greater 
  abilities. 
  COMBAT: Although Tyrants can lunge and bite with several maws at the same 
  time, they generally eschew physical combat as unbecoming, engaging in it 
  only reluctantly, much preferring to strike with spells and magical items from a 
  safe vantage point or distance, making good tactical use of their ability to fly 
  and hover to avoid most harm. 
  MULTI-CAST: By virtue of their alien physiology, the typical Tyrant can cast 
  up to 3 spells simultaneously (1 spell per pair of limbs), if desired, using spell 
  slots normally. Tyrants may also use their multiple limbs to wield several 
  magical items at the same time, instead of casting spells, if they possess such 
  devices. Unfortunately, their limbs are too weak to make effective physical 
  attacks, however. 
  SPECIAL: Tyrants are considered 12th level wizards and have all the abilities 
  of that class.
  UNDYING
  NO. ENCOUNTERED: 1
  SIZE: Medium
  HD: 10 (d12)
  MOVE: 10 feet
  AC: 10
  ATTACK: Weapon (Weapon+10)
  SPECIAL: Grievous Wound, Slaughter, Rejuvenate, Shrug Off, Fearsome 
  Presence, Infallible Tracker, Distance Distortion, Cannot be Turned
  SAVES: M, P
  INT: Low
  ALIGNMENT: Chaotic Evil
  TYPE: Undead (Unique)
  TREASURE: -
  XP: 5,125+25
  The undying are a rare, and extremely dangerous form of humanoid undead, 
  rising from the grave in search of victims. They are driven with the need to kill, 
  self-motivated to bring death. Undying are particularly fond of forests, though 
  there have been whispered rumors of urban undying. Regardless of where an 
  undying dwells, it is only active once per year—a single night of dreadful terror, 
  leaving behind a trail of blood and tears. None alive claim to know the secret 
  rites and rituals to bring about the creation of an undying, though a dark cabal 
  of female demonologists say the knowledge resides in a book of such evil as to 
  be untouchable but by the greatest, and foolish, of mortals; the book, according 
  to legend, is bound of human flesh and inked in blood, and holds the secrets to 
  immortality, as well. Few creatures have encountered an undying and survived, 
  and of those, the vast majority are female; there is speculation among certain 
  groups of religious scholars and sages that an undying follows a code, though, 
  its predilection for mass murder would seem to indicate otherwise.
  COMBAT: Undying enter combat wholeheartedly and fearlessly, bringing 
  pain, death, and mayhem with them, walking directly into melee, willfully 
  outnumbered, simply to decimate as many victims as possible. They exist to 
  kill. Tactics are never used, though the base instinct of a natural predator 
  sometimes indicates superior intelligence. Once potential carnage is found, 
  undying will not stop.
  GRIEVOUS WOUND: Anything killed by the attacks of an undying suffers a 
  terrible wound which prevents the victim from being raised or resurrected 
  369
  
  MONSTERS
  without having an exorcism, regeneration, heal, and dispel evil spell applied 
  first; these spells must be cast by a cleric of at least 15th level. The exact nature 
  of the wound varies with the means used to inflict the injuries, but it is always 
  bloody and macabre.
  SLAUGHTER: An undying possesses the Combat Dominance ability of the 
  Fighter class, though it is applicable to any creature, regardless of Hit Dice type, 
  that has fewer total Hit Dice than half that of the undying. Furthermore, when 
  facing opponents which would ordinarily be subjected to the Combat 
  Dominance ability, an undying gains the Fighter’s Extra Attack ability, which it 
  can use in conjunction with Combat Dominance.
  REJUVENATE: When reduced to zero or fewer Hit Points, an undying is not 
  dead; instead, it is rendered immobile for 1-10 minutes. During this time, the 
  wounds of the undying heal, though scars remain if applicable. To truly kill the 
  undying, a special circumstance must be met, depending on the undying itself, 
  and its history: at least one undying was permanently destroyed by the damage 
  inflicted by a living sibling wielding a family heirloom, another was destroyed 
  by complete immolation, and a third suffered defeat at the blade of its own 
  weapon. Castle Keepers are encouraged to develop specific circumstances 
  which will allow an undying to be permanently destroyed.
  SHRUG OFF: Once each round, regardless of the source of damage (ranged 
  attack, melee attack, or spell), an undying is allowed a Physical save with a 
  modifier equal to the level or Hit Dice of the source of the attack. If this save is 
  successful, no damage is sustained from the attack. The undying must be hit 
  before this ability can be used, so that it cannot be wasted. This ability applies 
  to any effect which deals damage, though, at the Castle Keeper’s discretion, it 
  may also apply against any ability or effect which alters, changes, or otherwise 
  requires a Physical save such as petrifaction.
  FEARSOME PRESENCE: The sight of an undying is so unnerving that all 
  sentient, living, creatures of three or fewer Hit Dice or levels are immediately 
  fearful, as per the spell fear; no save is allowed for these creatures. Male 
  creatures of four or more HD or levels are allowed a save to resist the effects of 
  this ability; females are allowed a save, but must do so as though Wisdom were 
  not Prime.
  INFALLIBLE TRACKER: An undying is a supernatural stalker, able to 
  locate its prey regardless of where it may go. Once an undying has selected a 
  victim, that victim can always be located, with distance and interfering barriers 
  being a non-issue. This ability extends to other planes of existence, and allows 
  the undying to use its distance distortion ability more effectively; it simply, 
  effectively, allows the undying to never fail a Tracking check.
  DISTANCE DISTORTION: A creature within sight of an undying, regardless 
  of actual distance, can be met and combated as though within charging range of 
  the undying. Barriers such as walls, or concealment, such as dense foliage, are 
  of no concern and do not hinder this ability. However, from the point of view of 
  the victim, the undying appears to be the actual distance.
  CANNOT BE TURNED: The single-minded dedication of an undying 
  prevents the holy powers of turning to be effective. Therefore, an undying 
  cannot be turned, nor can it be commanded. Relics and other items of divine 
  power, such as holy water, are also ineffective.
  VENOUS SKITTERLING
  NO. ENCOUNTERED: 1-2 
  SIZE: Medium 
  HD: 2 (d8) 
  MOVE: 30 ft. 
  AC: 15 
  ATTACKS: 1d6 Slashes (1d4) 
  SPECIAL: Blood Drain, Undead 
  SAVES: P 
  INT: None 
  ALIGNMENT: Neutral Evil 
  TYPE: Undead 
  TREASURE: Nil 
  XP: 28+2 
  The necromantically-animated heart and veins of a humanoid, a venous 
  skitterling is a terrible, alien thing, a pulsing heart set at the center of a mass of 
  writhing, sharp-tipped veins. It skitters forth obscenely on many of these veins, 
  while using others to slash and pierce foes, draining them of their vital fluids 
  like a ghastly pump. 
  COMBAT: A venous skitterling slashes and stabs with numerous sharp veins 
  each round, making 1d6 attacks, each inflicting 1d4 damage. Veins that pierce 
  flesh effectively begin to drain the victim of blood. 
  BLOOD DRAIN: Any attack that inflicts the full 4 points of damage attaches 
  to the victim and begins to drain its blood, automatically causing 1 point of 
  damage per round. Multiple strikes of this nature can drain blood from the same 
  victim. Pulling out the vein requires a strength saving throw, which may be 
  made each round. Alternatively, the vein may be severed by a slashing attack 
  (AC 10, 4 damage to sever; this damage is not subtracted from the skitterling's 
  HPs).
  VULPINE
  NO. ENCOUNTERED: 1-12
  SIZE: Medium
  HD: 4 (d8)
  MOVE: 40 ft.
  AC: 18
  ATTACKS: Bite (1d4)
  SPECIAL: Confusion, Spell-Like Abilities, Alternate Form, Darkvision
  60 ft., Quicksilver Thoughts
  SAVES: M
  INT: Average
  ALIGNMENT: Chaotic Neutral
  TYPE: Shapechanger
  TREASURE: 4
  XP: 90+4
  Vulpines are outsiders that combine elements of human and fox in their 
  appearance. They can shift between humanoid, hybrid, and fox forms, but even 
  in human form they have a fox tail which they must hide if they wish to conceal 
  their true nature. Although they are skilled shapeshifters, the common belief 
  that they are lycanthropes is not true.
  A vulpine is usually encountered in human form. They stand just over 5 feet tall 
  and weigh 100-120 pounds. In its natural form, it appears to be a red-furred 
  humanoid with a fox head and is about the same height and weight. When it 
  assumes its fox form, it is virtually indistinguishable from other foxes.
  The mean weakness of vulpines is their vanity and their love of luxury. Their 
  pride in their abilities causes them to overreach, resulting in a hasty exit when 
  their plans are discovered. They are also great materialists and have been led 
  into trouble by their fondness for extravagant living.
  COMBAT: Consummate tricksters and confidence artists, vulpines delight in 
  all kinds of trickery and deception. Not only does this make a handsome living 
  for many of the creatures who live undetected among other peoples, but it also 
  creates a good deal of confusion in which their capricious natures revel.
  CONFUSION: Living creatures hit by a vulpine’s bite attack must succeed on 
  a wisdom saving throw or become confused (as the confusion spell) for 4 
  rounds. 
  SPELL-LIKE ABILITIES: Charm person (1/day), confusion, dancing lights, 
  detect thoughts (1/day), ghost sound, prestidigitation, silent image (1/day), 
  suggestion (1/day), tongues, ventriloquism.
  ALTERNATE FORM: A vulpine can assume the form of any humanoid 
  creature or that of a fox. In humanoid form, it appears as a regular member of 
  that race, except that it retains its fox tail. In any form, it retains all of its normal 
  abilities.
  QUICKSILVER THOUGHTS: Vulpines gain a +2 bonus to saving throws 
  against mental effects. 
  370
  
   
  WYRM, OCEAN
  NO. ENCOUNTERED: 1
  SIZE: Large
  HD: 30 (d10)
  MOVE: 90 ft. (swim)
  AC: 20
  ATTACKS: Bite (6d6)
  SPECIAL: Constrict, Drench, Grab, Swallow Whole
  SAVES: P
  INT: Animal
  ALIGNMENT: Neutral
  TYPE: Magical Beast
  TREASURE: Nil
  XP: 8600+30
  An ocean wyrm is an enormous aquatic serpent capable of crushing a small ship 
  within its coils. It has a massive dragon-like head and a long, sinuous body with 
  flattened tail. A spiny crest runs the length of its back, and on each side of its 
  body is a ridge of flattened, projecting scales. It moves through the water with 
  an undulating motion, moving with incredible speed. When it rises from the 
  ocean, the water seems to cling to it, as if it was somehow part of the ocean 
  itself.
  CONSTRICT: Whenever a grabbed creature fails its Strength or dexterity 
  saving throw to escape the grab, the ocean wyrm deals 6d6 damage.
  DRENCH: The touch of an ocean wyrm automatically extinguishes torches, 
  campfires, and other exposed, nonmagical flames of Large size or smaller. As 
  well, it can douse magical flames by making an Intelligence check against each 
  source of magical flame.
  GRAB: Whenever an ocean wyrm hits a creature with its bite attack, the 
  creature must succeed on a Strength or dexterity saving throw or become 
  grabbed. Each round, on the creature’s turn, it may attempt a new saving throw 
  to escape, but a failed save results in constrict damage.
  SWALLOW WHOLE: On its turn, if the ocean wyrm is grabbing a creature, it 
  can try to swallow that creature whole. The target is entitled to a Strength or 
  dexterity saving throw to avoid being swallowed. Instead of taking constrict 
  damage on a failed save, the creature disappears into the monster’s gullet. Each 
  round, on the ocean wyrm’s turn, swallowed creatures take 6d10 damage from 
  being battered about inside the monster. A swallowed creature can attack from 
  within the belly of the beast or cast spells, but only if it first succeeds on a 
  constitution saving throw. Should the ocean wyrm die, swallowed creatures 
  can crawl free from the monster. 
  X'SVAL
  NO. ENCOUNTERED: 1-4
  SIZE: Large
  HD: 6 (d8)
  MOVE: 20 ft., 10 ft. (fly)
  AC: 18
  ATTACKS: Slam (1d10)
  SPECIAL: Cloudkill, Confusion, Consume, Essence Disruption, Grab, 
  Possession, Darkvision 60 ft., Immune to Transformation
  Saves: P
  INT: Average
  ALIGNMENT: Chaotic Evil
  TYPE: Extraplanar
  TREASURE: Nil
  XP: 390+6
  An x’sval is a roiling red mist that shifts and changes shape constantly and from 
  time to time, hideous, distorted faces form and dissolve in the clouds of its 
  being. It moves slowly but purposefully, reaching out with pseudopods and 
  flowing through the narrowest of openings.
  COMBAT: The X'sval closes with its enemies as quickly as possible, taking 
  advantage of its natural confusion aura to disorient its foes, while it grabs and 
  consumes them.
  CONFUSION: The x’sval spreads madness by its mere presence. All living 
  creatures within 30 feet must succeed on a wisdom saving throw or become 
  confused (as the confusion spell) for 6 rounds. After this period, if the creature 
  is still inside 30 feet, it must make a new save or become confused all over 
  again. A creature that makes a successful saving throw is immune to the 
  x’sval’s confusion for 24 hours.
  CONSUME: If the x’sval begins its turn with a grabbed creature, it can attempt 
  to consume that creature. The target must succeed on a wisdom saving throw. 
  On a failed save, the victim ceases to exist for as long as the x’sval remains 
  alive. If the herald is not destroyed after 6 rounds, the creature is permanently 
  destroyed and cannot be restored to life by any means short of a wish.
  ESSENCE DISRUPTION: A creature struck by an x’sval’s slam attack must 
  succeed on a constitution saving throw or begin to unravel and takes a -1d6 
  penalty on all to hit rolls. Each round, on the victim’s turn, he may attempt a 
  new save to end this effect. A successful save grants immunity to this special 
  attack for 24 hours.
  GRAB: In lieu of dealing damage, an x’sval can attempt to grab an opponent 
  with its slam attack. On a hit, its target must succeed on a Strength or dexterity 
  saving throw. On a failed save, the target is grabbed. Each round, the target is 
  entitled to a new saving throw to escape the grab. An x’sval can grab up to four 
  creatures at a time.
  POSSESSION: Instead of consuming a grabbed victim, an x’sval can attempt 
  to transfer its essence into a creature it has grabbed. The target of this attack 
  must succeed on a wisdom saving throw. On a failed save, the x’sval 
  disappears and assumes control over the possessed creature. A victim of this 
  attack can be freed of the possession if it is rendered unconscious or killed, or if 
  the x’sval is forced to exit the body-such as by a protection from evil or 
  dismissal spell. All damage sustained while possessing its victim applies to the 
  victim. While possessing a creature, the x’sval gains regeneration 5.
  CLOUDKILL: A x’sval can use cloudkill as a spell-like ability three times per 
  day.
  ANIMALS
  CLAM, MONSTROUS
  Common
  Enormous
  NO. ENCOUNTERED:
  1-3
  1
  SIZE:
  Medium
  Large
  HD:
  3 (d8)
  6 (d8)
  MOVE:
  -
  -
  AC:
  15
  18
  ATTACKS:
  Snap Shell (1d6)
  Snap Shell (1d8)
  SPECIAL:
  Hold in Place
  Hold in Place
  SAVES:
  P
  P
  INT:
  Animal
  Animal
  ALIGNMENT:
  Neutral
  Neutral
  TYPE:
  Vermin
  Vermin
  TREASURE:
  -
  -
  XP:
  20+3
  120+6
  Monstrous clams can be found in the tropical waters.
  COMBAT: They are not normally a threat to other creatures, but have a 
  tendency to close their shells suddenly when disturbed, trapping the hand or leg 
  of any swimmer who ventures too close.
  HOLD IN PLACE: A creature hit by a monstrous clam’s snap shell attack 
  cannot move until it makes a strength saving throw (make a new save each 
  round). Each failed save deals an extra 1d6 damage (1d8 for enormous).
  371
  
  MONSTERS
  EEL, REEF
  NO. ENCOUNTERED: 1-4
  SIZE: Medium
  HD: 2 (d8)
  MOVE: 30 ft. (swim)
  AC: 14
  ATTACKS: Bite (1d6)
  SPECIAL: Attach, Cripple, Escape, Twilightvision
  SAVES: P
  INT: Animal
  ALIGNMENT: Neutral
  TYPE: Animal
  TREASURE: Nil
  XP: 15+2
  The reef eel is an aquatic predator, growing as large as seven feet long. It has a 
  narrow, ribbon-like body and pointed head armed with a mouth full of vicious 
  teeth. Reef eels hunt small fish at night and spend their days lurking in cracks 
  and crevices in the reef. Their lairs are seldom wider than their bodies and they 
  back into them, leaving their head facing outward.
  COMBAT: If disturbed or threatened, a reef eel can lunge forward and bite 
  with great speed.
  ATTACH: A creature hit by a reef eel’s bite attack must make a Strength or 
  dexterity saving throw or the reef eel latches onto the creature. Each round the 
  eel remains attached, the target automatically takes 1d6 damage. On the target’s 
  turn, it may attempt a new saving throw to detach the reef eel. An attached reef 
  eel has an AC 10.
  CRIPPLE: A reef eel that rolls a natural 20 when making a bite attack can 
  cripple its foe. The target must succeed on a constitution saving throw or take 
  a -10 penalty to its movement. A regenerate spell repairs this damage.
  ESCAPE: Whenever the reef eel misses with a bite attack, it can swim 10 feet.
  JELLYFISH, MONSTROUS
  NO. ENCOUNTERED: 1
  SIZE: Medium
  HD: 3 (d8)
  MOVE: 10 ft. (swim)
  AC: 5
  ATTACKS: Nil
  SPECIAL: Darkvision 60 ft., Digest, Toxic Strands
  SAVES: P
  INT: Animal
  ALIGNMENT: Neutral
  TYPE: Vermin
  TREASURE: Nil
  XP: 35+3
  Jellyfish drift with the currents, capturing whatever prey they blunder into or 
  that blunders into them. They move via the pulsing of their mantles, which 
  produces a water-pumping action, but they are neither fast nor agile swimmers. 
  COMBAT: A monstrous jellyfish’s trailing tendrils are armed with thousands 
  of stinging cells that inject poison into prey unfortunate enough to find itself 
  caught in these strands.
  DIGEST: Victims paralyzed by the jellyfish’s strands are automatically moved 
  to its mouth, where it is slowly digested by the creature’s juices. Each round, 
  the creature takes 1d6 damage.
  TOXIC STRANDS: A jellyfish attacks by dragging its tendrils behind it as it 
  moves. Any creature within 15 feet of the jellyfish or moving while within this 
  area must succeed on a dexterity saving throw or take 1d6 damage. In 
  addition, a creature damaged by the strands must also succeed on a constitution 
  saving throw. A failed save indicates the creature is paralyzed for 1d4 minutes 
  from the excruciating pain.
  LIZARD, FLYING
  Scalewing
  Irontooth
  Blackwing
  NO. 
  ENCOUNTERED:
  1-6
  1-2
  1-2
  SIZE:
  Small
  Medium
  Large
  HD:
  1 (d8)
  6 (d8)
  12 (d8)
  MOVE:
  10 ft., 50 ft. 
  (fly)
  15 ft., 70 ft. 
  (fly)
  20 ft., 100 ft. 
  (fly)
  AC:
  16
  18
  20
  ATTACKS:
  Bite (1d4), 
  Talons (1d3), 
  Tail (1)
  Bite (1d8), 
  Talons (1d6), 
  Tail (1d3)
  Bite (2d8), 
  Talons (2d6), 
  Tail (1d6)
  SPECIAL:
  Iron Jaws, 
  Scent, 
  Twilightvision
  Iron Jaws, 
  Scent, 
  Twilightvision
  Iron Jaws, 
  Scent, 
  Twilightvision
  SAVES:
  P
  P
  P
  INT:
  Animal
  Animal
  Animal
  ALIGNMENT:
  Neutral
  Neutral
  Neutral
  TYPE:
  Animal
  Animal
  Animal
  TREASURE:
  -
  3
  6
  XP:
  5+1
  120+6
  950+12
  Of the many different breeds of flying lizards, three are the most common. The 
  sleek and graceful scalewing is about the same size as a gull and it competes 
  with sea fowl for fish, crab, and small children. The irontooth is a bit more 
  vicious, snatching travelers for a meal and harassing fishermen who stray too 
  close to their roosts, while the massive blackwing lurks at the heights of 
  mountains.
  COMBAT: Regardless of size, all flying lizards have two remarkable features. 
  Their jaws are extremely powerful and once they have locked onto their prey, 
  they are very difficulty to pry loose. In addition, they all have long serpentine 
  tails that are strong and flexible. In combat, it snakes its tail around its foes, 
  holding them fast, while it snaps off their heads.
  IRON JAWS: A flying lizard that hits with its bite attack latches onto its foe 
  with its steely jaws. A creature is entitled to a strength saving throw to break 
  free. A flying lizard automatically deals its bite damage when the creature fails 
  its save. While using this ability, a flying lizard can make talons and tail attacks 
  on its turn, but at a -2 penalty.
  VERMIN
  CRAB, MONSTROUS
  Common
  Enormous
  NO. 
  ENCOUNTERED:
  1-6
  1-3
  SIZE:
  Medium
  Large
  HD:
  2 (d8)
  5 (d8)
  MOVE:
  30 ft., 20 ft. (swim)
  30 ft., 20 ft. (swim)
  AC:
  15
  16
  ATTACKS:
  Pincers (1d6)
  Pincers (1d8)
  SPECIAL:
  Crushing Grasp, 
  Darkvision
  Crushing Grasp, 
  Darkvision
  SAVES:
  P
  P
  INT:
  Animal
  Animal
  ALIGNMENT:
  Neutral
  Neutral
  TYPE:
  Vermin
  Vermin
  TREASURE:
  -
  -
  XP:
  25+2
  120+5
  Crabs of all sizes range across the sea floor, feeding on whatever they can 
  scavenge. While they are seldom, they defend themselves vigorously from any 
  perceived threat using their powerful claws. They only flee if seriously 
  wounded or clearly outclassed by an opponent.
  COMBAT: A monstrous crab may lay in wait, burying itself in the sand. When 
  its meal comes close, it attacks with its powerful pincers.
  CRUSHING GRASP: A creature hit by a monstrous crab’s pincer attack 
  cannot move until it makes a Strength saving throw (a new save may be rolled 
  each turn). On a failed saving throw, the creature takes 1d6 damage (or 1d8 
  damage from an enormous monstrous crab).
  372
  
   
  LEECH, MONSTROUS
  Common
  Enormous
  NO. 
  ENCOUNTERED:
  1-6
  1-3
  SIZE:
  Medium
  Large
  HD:
  3 (d8)
  6 (d8)
  MOVE:
  5 ft., 20 ft. (swim)
  5 ft., 30 ft. (swim)
  AC:
  15
  15
  ATTACKS:
  Bite (1d6)
  Bite (1d8)
  SPECIAL:
  Attach, Blood Drain, 
  Disease
  Attach, Blood Drain, 
  Disease
  SAVES:
  P
  P
  INT:
  Animal
  Animal
  ALIGNMENT:
  Neutral
  Neutral
  TYPE:
  Vermin
  Vermin
  TREASURE:
  -
  -
  XP:
  30+3
  180+6
  Leeches live in water and damp environments in tropical areas. They are 
  carnivores who devour small creatures or suck the blood of larger animals.
  COMBAT: Monstrous leeches are reasonably swift swimmers, but prefer to 
  ambush prey instead of chasing down their victims.
  ATTACH: Whenever a monstrous leech hits a living opponent with its bite 
  attack, it latches onto its foe. While attached, the leech takes a -5 penalty to its 
  AC. The target of this attack is entitled to a strength saving throw to remove 
  the leech each round on his turn.
  BLOOD DRAIN: An attached leech automatically deals bite damage on its 
  turn.
  DISEASE: A creature that takes damage from the leech’s blood drain attack 
  must make a constitution saving throw or become afflicted with a terrible 
  disease. Each day, the victim must succeed on a new constitution saving throw 
  or be feverish and overcome by chills, resulting in a cumulative -1 penalty on 
  attacks and damage for each failed save. When the victim succeeds on three 
  constitution saving throws, the victim overcomes the disease and the 
  accumulated penalties vanish.
  SCORPION, MONSTROUS
  Monstrous 
  Scorpion, Small 
  Monstrous 
  Scorpion, 
  Medium
  Monstrous 
  Scorpion, Large
  NO. ENC:
  2-11
  1-5
  1-5
  SIZE: 
  Small
  Medium
  Large
  HD 
  1 (d8) 
  2 (d8)
  5 (d8)
  MOVE: 
  30 ft.
  40 ft.
  50 ft.
  AC: 
  14
  14
  16
  ATTACKS: 
  2 claws (1d3-1), 
  Sting (1d3-1 plus 
  poison) 
  2 claws (1d4+1), 
  Sting (1d4 plus 
  poison)
  2 claws (1d6+4), 
  Sting (1d6 +2 plus 
  poison)
  SPECIAL: 
  Constrict (1d3-1), 
  Improved grab, 
  Poison, 
  Darkvision 60 ft., 
  Constrict (1d4+1), 
  Improved grab, 
  Poison, 
  Darkvision 60 ft.
  Constrict (1d6+4), 
  Improved grab, 
  Poison, 
  Darkvision 60 ft.
  SAVES: 
  P 
  P
  P
  INT: 
  Animal 
  Animal
  Animal
  ALIGNMEN
  T:
  Neutral
  Neutral
  Neutral
  TYPE:
  Vermin
  Vermin
  Vermin
  TREASURE:
  Nil
  Nil
  Nil
  XP:
  7+1
  15+2
  120+5
  Monstrous scorpions are predatory arachnids. They have eight legs, a pair of 
  grasping claws and a curved tail with a venomous stinger. They are commonly 
  found in caves, mountain-tops, and intertidal zones.
  COMBAT: Monstrous scorpions are likely to attack any creature that 
  approaches, and they usually charge when attacking prey.
  IMPROVED GRAB: To use this ability, a monstrous scorpion must hit with a 
  claw attack. A monstrous scorpion deals max claw damage on a successful 
  grapple check
  POISON: A monstrous scorpion has a poisonous sting. The details vary by the 
  scorpion’s size, as follows.
  Size
  Con Save CL
  Damage
  Small 
  12 
  1d2
  Medium 
  13 
  1d3
  Large 
  14 
  1d4
  MONSTER ATTRIBUTES
  M&T MONSTERS
  MONSTER
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Aboleth 
  26
  12
  20
  15
  17
  17
  Achaierai 
  19
  13
  14
  11
  14
  16
  Allip 
  0
  12
  0
  11
  11
  18
  Ant, Giant (Worker)
  10
  10
  10
  0
  11
  9
  Ant, Giant (Soldier)
  14
  10
  13
  0
  13
  11
  Ant, Giant (Queen)
  16
  9
  13
  0
  13
  11
  Ankheg 
  21
  10
  17
  1
  13
  6
  Ape, Great 
  21
  15
  14
  2
  12
  7
  Arrowhawk (Small)
  12
  21
  12
  10
  13
  13
  Arrowhawk (Medium)
  14
  21
  12
  10
  13
  13
  Arrowhawk (Large)
  22
  21
  16
  10
  13
  13
  Assassin Vine 
  20
  10
  16
  0
  13
  9
  Baboon 
  15
  14
  12
  2
  12
  4
  Banshee 
  0
  32
  0
  5
  20
  19
  Barghest (HD 1-5) 
  17
  15
  13
  14
  14
  14
  Barghest (HD 6-9)
  20
  15
  16
  18
  18
  18
  Basilisk 
  15
  8
  15
  2
  12
  11
  Bear, Black
  19
  13
  15
  2
  12
  6
  Bear, Brown
  27
  13
  19
  2
  12
  6
  Bear, Cave
  25
  13
  21
  2
  12
  10
  Behir 
  26
  13
  21
  7
  14
  12
  Belker 
  14
  21
  13
  6
  11
  11
  Bird of Prey 
  ?
  ?
  ?
  ?
  ?
  ?
  Blink Dog 
  10
  17
  10
  10
  13
  11
  Boar, Wild 
  15
  10
  17
  2
  13
  4
  Bodak 
  13
  5
  0
  6
  12
  12
  Bugbear 
  15
  12
  13
  10
  10
  9
  Bulette 
  27
  15
  20
  2
  13
  6
  Cat 
  3
  15
  10
  2
  12
  7
  Centaur 
  18
  14
  15
  8
  13
  11
  Chimera 
  19
  13
  17
  4
  13
  10
  Cloaker 
  21
  16
  17
  14
  15
  15
  Cockatrice 
  6
  17
  11
  2
  13
  9
  373
  
  MONSTERS
  Couatl 
  18
  16
  14
  17
  19
  17
  Crocodile 
  19
  12
  17
  1
  12
  2
  Darkmantle
  16
  10
  13
  2
  10
  10
  Demon, Quasit
  8
  17
  10
  10
  12
  10
  Devil, Imp 
  10
  17
  10
  10
  12
  14
  Devourer 
  28
  10
  0
  16
  16
  17
  Dinosaur, Triceratops 
  30
  9
  25
  1
  12
  7
  Dinosaur, 
  Tyrannosaurus 
  28
  12
  21
  2
  15
  10
  Dog, Coyote 
  ?
  ?
  ?
  ?
  ?
  ?
  Doppleganger 
  12
  13
  13
  13
  14
  13
  Dragon, Black (Age 1)
  11
  10
  13
  8
  11
  8
  Dragon, Black (Age 2)
  13
  10
  13
  8
  11
  8
  Dragon, Black (Age 3)
  15
  10
  15
  10
  11
  10
  Dragon, Black (Age 4-
  6)
  19
  10
  17
  12
  13
  12
  Dragon, Black (Age 7-
  9)
  29
  10
  21
  14
  15
  14
  Dragon, Black (Age 
  10)
  33
  10
  23
  16
  17
  16
  Dragon, Black (Age 
  11)
  35
  10
  25
  18
  19
  18
  Dragon, Black (Age 
  12)
  37
  10
  27
  20
  21
  20
  Dragon, Blue (Age 1)
  13
  10
  13
  10
  11
  10
  Dragon, Blue (Age 2)
  15
  10
  15
  10
  11
  10
  Dragon, Blue (Age 3)
  17
  10
  15
  12
  13
  12
  Dragon, Blue (Age 4-
  6)
  23
  10
  19
  14
  15
  14
  Dragon, Blue (Age 7-
  9)
  31
  10
  23
  18
  19
  18
  Dragon, Blue (Age 10)
  35
  10
  25
  20
  21
  20
  Dragon, Blue (Age 11)
  37
  10
  27
  20
  21
  20
  Dragon, Blue (Age 12)
  29
  10
  27
  22
  23
  22
  Dragon, Green (Age 1)
  13
  10
  13
  10
  11
  10
  Dragon, Green (Age 2)
  15
  10
  15
  10
  11
  10
  Dragon, Green (Age 3)
  17
  10
  15
  12
  13
  12
  Dragon, Green (Age 4-
  6)
  23
  10
  19
  14
  15
  14
  Dragon, Green (Age 7-
  9)
  31
  10
  23
  18
  19
  18
  Dragon, Green (Age 
  10)
  35
  10
  25
  20
  21
  20
  Dragon, Green (Age 
  11)
  37
  10
  27
  20
  21
  20
  Dragon, Green (Age 
  12)
  39
  10
  27
  22
  23
  22
  Dragon, Red (Age 1)
  17
  10
  15
  10
  11
  10
  Dragon, Red (Age 2)
  21
  10
  17
  12
  13
  12
  Dragon, Red (Age 3)
  25
  10
  17
  12
  13
  12
  Dragon, Red (Age 4-6)
  31
  10
  21
  14
  15
  14
  Dragon, Red (Age 7-9)
  35
  10
  25
  20
  21
  20
  Dragon, Red (Age 10)
  39
  10
  29
  24
  25
  24
  Dragon, Red (Age 11)
  41
  10
  31
  24
  25
  24
  Dragon, Red (Age 12)
  45
  10
  31
  26
  27
  26
  Dragon, White (Age 1)
  11
  10
  13
  6
  11
  6
  Dragon, White (Age 2)
  13
  10
  13
  6
  11
  6
  Dragon, White (Age 3)
  15
  10
  15
  6
  11
  6
  Dragon, White (Age 4-
  6)
  19
  10
  17
  8
  11
  10
  Dragon, White (Age 7-
  9)
  29
  10
  21
  12
  13
  12
  Dragon, White (Age 
  10)
  33
  10
  23
  14
  15
  14
  Dragon, White (Age 
  11)
  35
  10
  25
  14
  15
  16
  Dragon, White (Age 
  12)
  37
  10
  27
  18
  19
  18
  Dragon, Brass (Age 1)
  11
  10
  13
  10
  11
  10 
  Dragon, Brass (Age 2)
  13
  10
  13
  10
  11
  10 
  Dragon, Brass (Age 3)
  15
  10
  15
  12
  13
  12 
  Dragon, Brass (Age 4-
  6)
  19
  10
  17
  14
  15
  14 
  Dragon, Brass (Age 7-
  9)
  29
  10
  21
  16
  17
  16 
  Dragon, Brass (Age 
  10)
  33
  10
  23
  18
  19
  18 
  Dragon, Brass (Age 
  11)
  35
  10
  25
  20
  21
  20 
  Dragon, Brass (Age 
  12)
  37
  10
  27
  20
  21
  20 
  Dragon, Bronze (Age 
  1)
  13
  10
  13
  14
  15
  14 
  Dragon, Bronze (Age 
  2)
  15
  10
  15
  14
  15
  14 
  Dragon, Bronze (Age 
  3)
  17
  10
  15
  16
  17
  16 
  Dragon, Bronze (Age 
  4-6)
  23
  10
  19
  18
  19
  18 
  Dragon, Bronze (Age 
  7-9)
  31
  10
  23
  22
  23
  22 
  Dragon, Bronze (Age 
  10)
  35
  10
  25
  24
  25
  24 
  Dragon, Bronze (Age 
  11)
  37
  10
  27
  26
  27
  26 
  Dragon, Bronze (Age 
  12)
  39
  10
  27
  26
  27
  26 
  Dragon, Copper (Age 
  1)
  11
  10
  13
  12
  13
  12 
  Dragon, Copper (Age 
  2)
  13
  10
  13
  12
  13
  12 
  Dragon, Copper (Age 
  3)
  15
  10
  15
  14
  15
  14 
  Dragon, Copper (Age 
  4-6)
  19
  10
  17
  16
  17
  16 
  Dragon, Copper (Age 
  7-9)
  29
  10
  21
  18
  19
  18 
  Dragon, Copper (Age 
  10)
  33
  10
  23
  20
  21
  20 
  Dragon, Copper (Age 
  11)
  35
  10
  25
  22
  23
  22 
  Dragon, Copper (Age 
  12)
  37
  10
  27
  22
  23
  22 
  Dragon, Gold (Age 1)
  17
  10
  15
  14
  15
  14 
  Dragon, Gold (Age 2)
  21
  10
  17
  16
  17
  16 
  Dragon, Gold (Age 3)
  25
  10
  17
  16
  17
  16 
  Dragon, Gold (Age 4-
  6)
  31
  10
  21
  18
  19
  18 
  Dragon, Gold (Age 7-
  9)
  39
  10
  25
  24
  25
  24 
  Dragon, Gold (Age 10)
  43
  10
  29
  28
  29
  28 
  Dragon, Gold (Age 11)
  45
  10
  31
  30
  31
  30 
  Dragon, Gold (Age 12)
  47
  10
  33
  32
  33
  32 
  Dragon, Silver (Age 1)
  13
  10
  13
  14
  15
  14 
  Dragon, Silver (Age 2)
  15
  10
  15
  14
  15
  14 
  Dragon, Silver (Age 3)
  17
  10
  15
  16
  17
  16 
  Dragon, Silver (Age 4-
  6)
  23
  10
  19
  18
  19
  18 
  Dragon, Silver (Age 7-
  9)
  31
  10
  23
  22
  23
  22 
  Dragon, Silver (Age 
  10)
  35
  10
  25
  26
  27
  26 
  Dragon, Silver (Age 
  11)
  39
  10
  29
  28
  29
  28 
  Dragon, Silver (Age 
  12)
  43
  10
  31
  30
  31
  30
  Dragonne 
  19
  15
  17
  6
  12
  12
  Drider 
  15
  15
  16
  15
  16
  16
  Dryad 
  10
  19
  11
  14
  15
  18
  Dwarf 
  13
  11
  4
  10
  9
  6
  Eagle, Giant 
  18
  17
  12
  10
  14
  10
  Elemental, Air (HD 1-
  6)
  10
  17
  10
  4
  11
  11
  Elemental, Air (HD 7-
  15)
  12
  21
  14
  4
  11
  11
  Elemental, Air (HD 
  16+)
  14
  25
  16
  6
  11
  11
  Elemental, Earth (HD 
  1-6)
  17
  8
  13
  4
  11
  11
  Elemental, Earth (HD 
  21
  8
  17
  4
  11
  11
  374
  
   
  7-15)
  Elemental, Earth (HD 
  16+)
  25
  8
  19
  6
  11
  11
  Elemental, Fire (HD 
  1-6)
  29
  8
  21
  6
  11
  11
  Elemental, Fire (HD 
  7-15)
  31
  8
  21
  8
  11
  11
  Elemental, Fire (HD 
  16+)
  33
  8
  21
  10
  11
  11
  Elemental, Water (HD 
  1-6)
  10
  13
  10
  4
  11
  11
  Elemental, Water (HD 
  7-15)
  12
  17
  14
  4
  11
  11
  Elemental, Water (HD 
  16+)
  14
  21
  16
  6
  11
  11
  Elephant 
  30
  10
  21
  2
  13
  7
  Elf 
  13
  13
  10
  10
  9
  8
  Elf, Drow
  13
  13
  10
  12
  9
  10
  Elf, Gray
  ?
  ?
  ?
  ?
  ?
  ?
  Elf, Half
  ?
  ?
  ?
  ?
  ?
  ?
  Elf, Wild
  ?
  ?
  ?
  ?
  ?
  ?
  Elf, Wood
  ?
  ?
  ?
  ?
  ?
  ?
  Ettercap 
  14
  17
  13
  6
  15
  8
  Ettin 
  23
  8
  15
  6
  10
  11
  Fleshcrawler 
  ?
  ?
  ?
  ?
  ?
  ?
  Frog, Giant 
  15
  13
  16
  1
  8
  6
  Frost Worm 
  26
  10
  20
  2
  11
  11
  Fungus, Violet 
  14
  8
  16
  0
  11
  9
  Gargoyle 
  15
  14
  18
  6
  11
  7
  Genie, Djinni 
  18
  19
  14
  14
  15
  15
  Genie, Efreeti 
  23
  17
  14
  12
  15
  15
  Ghast 
  17
  17
  0
  13
  14
  16
  Ghost 
  0
  12
  0
  10
  11
  20
  Ghoul 
  13
  15
  0
  13
  14
  12
  Giant, Cloud 
  35
  13
  23
  12
  16
  13
  Giant, Fire 
  31
  9
  21
  10
  14
  11
  Giant, Frost 
  29
  9
  21
  10
  14
  11
  Giant, Hill 
  25
  8
  19
  6
  10
  7
  Giant, Stone 
  27
  15
  19
  10
  12
  11
  Giant, Storm 
  39
  14
  23
  16
  20
  15
  Gibbering Mouther 
  10
  13
  22
  4
  13
  13
  Gnoll 
  15
  10
  13
  8
  11
  8
  Gnome 
  11
  11
  14
  10
  9
  8
  Goblin 
  11
  13
  12
  10
  9
  6
  Golem, Clay 
  25
  9
  0
  0
  11
  1
  Golem, Flesh 
  21
  9
  0
  0
  11
  1
  Golem, Iron 
  33
  9
  0
  0
  11
  1
  Golem, Stone 
  29
  9
  0
  0
  11
  1
  Gorgon 
  21
  10
  21
  2
  12
  9
  Griffon 
  18
  15
  16
  5
  13
  8
  Hag, Annis 
  25
  12
  14
  13
  13
  10
  Hag, Green 
  19
  12
  12
  13
  13
  14
  Hag, Night 
  19
  12
  18
  11
  15
  12
  Halfling 
  11
  13
  12
  10
  9
  8
  Halfling, Tallfellow
  ?
  ?
  ?
  ?
  ?
  ?
  Harpy 
  10
  15
  10
  7
  12
  17
  Hellhound 
  13
  13
  13
  6
  10
  6
  Herd Animal 
  ?
  ?
  ?
  ?
  ?
  ?
  Hippogriff 
  18
  15
  16
  2
  13
  8
  Hobgoblin 
  13
  13
  14
  10
  9
  8
  Humunculus 
  8
  15
  0
  10
  12
  7
  Horse, Heavy War 
  18
  13
  17
  2
  13
  6
  Horse, Light War 
  16
  13
  17
  2
  13
  6
  Horse, Riding 
  14
  13
  15
  2
  12
  6
  Human 
  ?
  ?
  ?
  ?
  ?
  ?
  Hydra (5-6 HD)
  17
  12
  20
  2
  10
  9
  Hydra (7-8 HD)
  19
  12
  20
  2
  10
  9
  Hydra (9-10 HD)
  21
  12
  20
  2
  10
  9
  Hydra (11-12 HD)
  23
  12
  20
  2
  10
  9
  Invisible Stalker 
  18
  19
  14
  14
  15
  11
  Jackal 
  ?
  ?
  ?
  ?
  ?
  ?
  Jaculus 
  ?
  ?
  ?
  ?
  ?
  ?
  Kobold
  9
  13
  10
  10
  9
  8
  Kraken 
  34
  10
  29
  21
  20
  20
  Lamia 
  18
  15
  12
  13
  15
  12
  Lammasu 
  23
  12
  17
  16
  17
  14
  Lich 
  10
  14
  0
  22
  14
  16
  Lion 
  21
  17
  15
  2
  12
  6
  Lizard, Giant 
  ?
  ?
  ?
  ?
  ?
  ?
  Lizardfolk 
  13
  10
  13
  9
  10
  10
  Locathah 
  10
  12
  10
  13
  13
  11
  Lycanthrope (Human)
  13
  11
  12
  10
  11
  8
  Lycanthrope, 
  Werebear
  29
  13
  20
  10
  11
  8
  Lycanthrope, 
  Wereboar
  17
  11
  18
  10
  11
  8
  Lycanthrope, Wererat 
  13
  17
  14
  10
  11
  8
  Lycanthrope, 
  Weretiger
  25
  15
  16
  10
  11
  8
  Lycanthrope, 
  Werewolf
  15
  15
  16
  10
  11
  7
  Lynx, Giant 
  ?
  ?
  ?
  ?
  ?
  ?
  Manticore 
  20
  15
  19
  7
  12
  9
  Medusa 
  10
  15
  12
  12
  13
  15
  Merfolk 
  13
  13
  14
  10
  9
  10
  Mimic 
  19
  12
  17
  10
  13
  10
  Minotaur 
  19
  10
  15
  7
  10
  8
  Mummy 
  24
  10
  0
  6
  14
  15
  Mold, Yellow
  ?
  ?
  ?
  ?
  ?
  ?
  Naga, Dark 
  14
  15
  14
  16
  15
  17
  Naga, Ghost 
  ?
  ?
  ?
  ?
  ?
  ?
  Naga, Guardian 
  21
  14
  19
  16
  19
  18
  Naga, Spirit 
  18
  13
  18
  12
  17
  17
  Naga, Water 
  16
  13
  18
  10
  17
  15
  Nightmare 
  18
  15
  16
  13
  13
  12
  Nymph 
  10
  17
  12
  16
  17
  19
  Ogre 
  21
  8
  15
  6
  10
  17
  Ogre Mage 
  21
  10
  17
  14
  14
  17
  Ooze, Black Pudding 
  17
  1
  22
  0
  1
  1
  Ooze, Gelatinous 
  Cube 
  10
  1
  26
  0
  1
  1
  Ooze, Gray 
  12
  1
  21
  0
  1
  1
  Ooze, Green Slime 
  ?
  ?
  ?
  ?
  ?
  ?
  Ooze, Ochre Jelly 
  15
  1
  22
  0
  1
  1
  Orc 
  17
  11
  12
  8
  7
  6
  Otyugh 
  11
  10
  13
  5
  12
  6
  Owlbear 
  21
  12
  21
  2
  12
  10
  Pegasus 
  18
  15
  16
  10
  13
  13
  Phase Spider 
  17
  17
  16
  7
  13
  10
  Pony 
  13
  13
  12
  2
  11
  4
  Pony, War
  15
  13
  14
  2
  11
  4
  Prysmal Eye 
  10
  14
  18
  17
  15
  15
  Pseudodragon 
  6
  15
  13
  10
  12
  10
  Purple Worm 
  35
  6
  25
  1
  8
  8
  Rakshasa
  12
  14
  16
  13
  13
  17
  Rat, Giant 
  10
  17
  12
  1
  12
  4
  Raven 
  1
  15
  10
  2
  14
  6
  Remorhaz 
  26
  13
  21
  5
  12
  10
  Roc 
  34
  15
  24
  2
  13
  11
  Roper 
  19
  13
  17
  12
  16
  12
  Rust Monster 
  10
  17
  23
  2
  13
  8
  Sahuagin 
  14
  13
  12
  14
  13
  9
  Salamander 
  14
  13
  14
  14
  15
  13
  Satyr 
  10
  13
  12
  12
  13
  13
  Screecher 
  ?
  ?
  ?
  ?
  ?
  ?
  Shadow 
  0
  14
  0
  6
  12
  13
  Shadow Mastiff 
  17
  13
  17
  4
  12
  13
  Shambling Mound 
  21
  10
  17
  7
  10
  9
  Shark 
  13
  15
  13
  1
  12
  2
  Shark, Magalodon
  ?
  ?
  ?
  ?
  ?
  ?
  Skeleton 
  13
  13
  0
  0
  10
  1
  Snake, Constrictor
  17
  17
  12
  1
  12
  2
  Snake, Giant 
  Venomous
  20
  15
  22
  1
  17
  6
  Spectre 
  0
  16
  0
  14
  14
  15
  Sphinx, Androsphinx 
  25
  10
  19
  16
  17
  17
  Sphinx, Criosphinx 
  23
  10
  17
  10
  11
  11
  Sphinx, Gynosphinx 
  19
  12
  13
  18
  19
  19
  Sphinx, Hieracosphinx 
  21
  14
  15
  6
  15
  10
  Spider 
  ?
  ?
  ?
  ?
  ?
  ?
  375
  
  MONSTERS
  Sprite, Grig 
  5
  18
  13
  10
  13
  14
  Sprite, Nixie 
  7
  16
  11
  12
  13
  18
  Sprite, Pixie 
  7
  18
  11
  16
  15
  16
  Stirge 
  3
  19
  10
  1
  12
  6
  Tavis Wyrm 
  ?
  ?
  ?
  ?
  ?
  ?
  Tick, Giant 
  11
  10
  15
  0
  11
  2
  Tiger 
  23
  15
  17
  2
  12
  6
  Titan 
  43
  12
  39
  21
  28
  24
  Toad, Giant 
  19
  13
  16
  1
  8
  6
  Treant 
  29
  8
  21
  12
  16
  12
  Troglodyte 
  10
  9
  14
  8
  10
  10
  Troll 
  23
  14
  23
  6
  9
  6
  Unicorn 
  20
  17
  21
  10
  21
  24
  Vampire 
  16
  18
  0
  14
  16
  26
  Wight 
  12
  12
  0
  11
  13
  15
  Will-o'-Wisp 
  1
  29
  10
  15
  16
  12
  Wolf 
  13
  15
  15
  2
  12
  6
  Wolf, Winter 
  18
  13
  16
  9
  13
  10
  Wolf, Worg 
  17
  15
  15
  6
  14
  10
  Wraith 
  0
  16
  0
  14
  14
  15
  Wyvern 
  19
  12
  15
  6
  12
  9
  Xorn 
  17
  10
  15
  10
  11
  10
  Yeth Hound
  ?
  ?
  ?
  ?
  ?
  ?
  Yrthak 
  20
  14
  17
  7
  13
  11
  Zombie
  12
  8
  0
  0
  10
  1
  NEW MONSTERS
  MONSTER
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Aranea
  ?
  ?
  ?
  ?
  ?
  ?
  Arctodus (Bulldog 
  Bear)
  ?
  ?
  ?
  ?
  ?
  ?
  Ashman
  ?
  ?
  ?
  ?
  ?
  ?
  Blemmyae
  21
  14
  15
  10
  12
  8
  Blood Hound
  ?
  ?
  ?
  ?
  ?
  ?
  Bone Pile
  ?
  ?
  ?
  ?
  ?
  ?
  Brain Gobbler
  ?
  ?
  ?
  ?
  ?
  ?
  Brass Monkey
  15
  14
  0
  0
  12
  1
  Burnling
  0
  18
  10
  2
  14
  6
  Chiao
  ?
  ?
  ?
  ?
  ?
  ?
  Clam, Monstrous
  ?
  ?
  ?
  ?
  ?
  ?
  Crab, Monstrous
  ?
  ?
  ?
  ?
  ?
  ?
  Crawling Claw
  ?
  ?
  ?
  ?
  ?
  ?
  Deadwood Tree
  ?
  ?
  ?
  ?
  ?
  ?
  Demon, Babau
  21
  12
  20
  14
  13
  16
  Demon, Balor
  35
  25
  31
  24
  24
  26
  Demon, Cubi
  ?
  ?
  ?
  ?
  ?
  ?
  Demon, Dretch
  12
  10
  14
  5
  11
  11
  Demon, Glabrezu
  31
  10
  31
  16
  16
  20
  Demon, Hezrou
  21
  10
  29
  14
  14
  18
  Demon, Lemure
  10
  10
  10
  0
  11
  5
  Demon, Marilith
  29
  19
  29
  18
  18
  24
  Demon, Nalfeshnee
  25
  13
  27
  22
  22
  20
  Demon, Vrock 
  23
  15
  25
  14
  16
  16
  Demon Lord, Azazel 
  24
  18
  22
  16
  18
  24
  Demon Lord, 
  Demogorgon
  28
  22
  30
  22
  24
  25
  Demon Lord, Lilith
  19
  18
  20
  22
  24
  24
  Devil, Barbazu
  15
  15
  17
  6
  10
  10
  Devil, Cornugon
  31
  25
  25
  14
  18
  22
  Devil, Duke Of Hell
  22
  16
  22
  22
  20
  24
  Devil, Erinyes
  21
  21
  21
  14
  18
  20
  Devil, Gelugon
  23
  21
  23
  22
  22
  20
  Devil, Hamatula
  23
  23
  23
  12
  14
  18
  Devil, Infernal 
  Legionnaire
  ?
  ?
  ?
  ?
  ?
  ?
  Devil, Kyton
  15
  15
  15
  6
  10
  12
  Devil, Osyluth 
  21
  21
  21
  14
  14
  14
  Devil, Pit Fiend
  37
  27
  27
  26
  26
  26
  Devil, Subjugator 
  Devil
  ?
  ?
  ?
  ?
  ?
  ?
  Devil, Tempter
  ?
  ?
  ?
  ?
  ?
  ?
  Devil (Unique), Alecto
  20
  24
  18
  19
  20
  22
  Devil (Unique), 
  Apollyon
  24
  30
  25
  21
  22
  20
  Devil (Unique), 
  20
  21
  22
  28
  24
  30
  Asmodeus
  Devil (Unique), 
  Astaroth
  19
  23
  22
  28
  24
  25
  Devil (Unique), 
  Baalzebub
  22
  16
  22
  26
  24
  20
  Devil (Unique), 
  Behemoth
  30
  19
  30
  8
  6
  6
  Devil (Unique), Belial
  24
  25
  23
  18
  21
  26
  Devil (Unique), 
  Dispater
  25
  19
  27
  22
  23
  20
  Devil (Unique), 
  Mammon
  22
  20
  26
  19
  22
  24
  Devil (Unique), 
  Proserpina
  16
  24
  18
  22
  16
  26
  Devil Lizard
  ?
  ?
  ?
  ?
  ?
  ?
  Dinosaur, 
  Apatosaurus
  32
  10
  20
  1
  7
  6
  Dinosaur, 
  Brachiosaurus
  34
  9
  24
  2
  11
  7
  Dinosaur, 
  Deinonychus
  19
  15
  19
  2
  12
  10
  Dinosaur, 
  Elasmosaurus
  26
  14
  22
  2
  13
  9
  Dinosaur, Iguanodon
  22
  14
  18
  1
  13
  8
  Dinosaur, 
  Massospondylus
  18
  16
  18
  1
  7
  10
  Dinosaur, Megaraptor
  21
  15
  21
  2
  15
  10
  Dinosaur, Oviraptor
  11
  17
  12
  1
  16
  6
  Dinosaur, 
  Plateosaurus
  18
  16
  18
  2
  13
  7
  Dinosaur, 
  Protoceratops
  15
  10
  16
  2
  13
  8
  Dinosaur, 
  Scutellosaurus
  10
  16
  14
  1
  15
  8
  Dinosaur, Stegosaurus
  18
  10
  22
  1
  9
  7
  Dinosaur, Trachodon
  18
  16
  16
  2
  14
  7
  Dream Child
  ?
  ?
  ?
  ?
  ?
  ?
  Eel, Reef
  ?
  ?
  ?
  ?
  ?
  ?
  Flayed Man
  20
  12
  0
  15
  13
  19
  Flesh Hound
  ?
  ?
  ?
  ?
  ?
  ?
  Fleshraker
  ?
  ?
  ?
  ?
  ?
  ?
  Ghost Eater
  ?
  ?
  ?
  ?
  ?
  ?
  Gobbet
  ?
  ?
  ?
  ?
  ?
  ?
  Golem, Chemical
  23
  9
  0
  0
  10
  1
  Grey Matter
  ?
  ?
  ?
  ?
  ?
  ?
  Grim Mantle
  ?
  ?
  ?
  ?
  ?
  ?
  Infernal Automaton
  10
  19
  0
  3
  12
  1
  Jellyfish, Monstrous
  ?
  ?
  ?
  ?
  ?
  ?
  Leech, Monstrous
  ?
  ?
  ?
  ?
  ?
  ?
  Life Leech
  ?
  ?
  ?
  ?
  ?
  ?
  Lizard, Flying
  ?
  ?
  ?
  ?
  ?
  ?
  Malkin
  ?
  ?
  ?
  ?
  ?
  ?
  Manc Bug
  ?
  ?
  ?
  ?
  ?
  ?
  Meta-Droid
  ?
  ?
  ?
  ?
  ?
  ?
  Necropede
  ?
  ?
  ?
  ?
  ?
  ?
  Neothelid
  ?
  ?
  ?
  ?
  ?
  ?
  Ocular Sentinel
  ?
  ?
  ?
  ?
  ?
  ?
  Phynnodderee
  ?
  ?
  ?
  ?
  ?
  ?
  Picacouatl
  ?
  ?
  ?
  ?
  ?
  ?
  Pit Brier
  14
  20
  11
  2
  12
  10
  Poultregeist
  ?
  ?
  ?
  ?
  ?
  ?
  Pwalg
  ?
  ?
  ?
  ?
  ?
  ?
  Pteranodon
  4
  15
  10
  2
  13
  8
  Scorpion, Monstrous
  ?
  ?
  ?
  ?
  ?
  ?
  Scorpitron
  ?
  ?
  ?
  ?
  ?
  ?
  Serpent People
  11
  12
  11
  11
  10
  10
  Shadow Serpent
  0
  14
  0
  6
  13
  13
  Skin Cloak
  13
  14
  0
  10
  12
  8
  Skin Sack
  ?
  ?
  ?
  ?
  ?
  ?
  Specter, Fire
  14
  15
  0
  8
  12
  10
  Spirit Lizard
  ?
  ?
  ?
  ?
  ?
  ?
  Tavi
  ?
  ?
  ?
  ?
  ?
  ?
  Thanatos
  ?
  ?
  ?
  ?
  ?
  ?
  Tyrant
  ?
  ?
  ?
  ?
  ?
  ?
  Undying
  ?
  ?
  ?
  ?
  ?
  ?
  376
  
   
  Venous Skitterling
  ?
  ?
  ?
  ?
  ?
  ?
  Vulpine
  ?
  ?
  ?
  ?
  ?
  ?
  Wyrm, Ocean
  ?
  ?
  ?
  ?
  ?
  ?
  X'sval
  ?
  ?
  ?
  ?
  ?
  ?
  RANDOM MONSTER GENERATOR
  Castle Keepers have many tasks, from populating and managing a thriving, on-
  going campaign, to that of divvying experience points and treasure rewards. 
  Add to this the duty of creating a place to adventure, rife with heavy plot and 
  bashing action and it seems an overwhelming job. Then, just on top, the players 
  of the game know all the secrets, maybe because they’ve read the scenario, if 
  published, or have memorized all the monsters. A daunting predicament for the 
  already beleaguered Castle Keeper.
  This section serves to aid, providing a means to generate monsters from 
  nothing. No longer will your players have encyclopedic knowledge of 
  everything they encounter. No more will you feel strapped for ideas.
  However, no amount of random tables or arcane formulae can completely 
  determine all possibilities. This is why the Castle Keeper must use judgment, 
  discarding rolls, altering the tables and results, bending the fate of probability in 
  their favor, so as to flesh out a beast that the players will forever remember.
  THE STEPS TO MONSTER CREATION
  As an observant Castle Keeper will notice, the steps to creating a wholly 
  random monster involve steps which are out of order from the normal statistics 
  entry found in Monsters and Treasure. This is purposeful, as each step, as it is 
  hoped, logically leads into the next, so as to keep creatures from being 
  completely unusable. At any step, a random roll can be ignored, letting the 
  Castle Keeper decide what result is desired.
  •
  Creature type
  •
  Size
  •
  Die Type and Number
  •
  Intelligence
  •
  Attacks and Damage
  •
  Armor Class
  •
  Movement
  •
  Saves
  •
  Special
  A Castle Keeper can either select a creature type available from those listed in 
  Monsters and Treasure, or it can be determined at random. Some of the types 
  have been grouped together, to make random assignment more navigable. Each 
  such grouping share common traits, as detailed in the individual explanations 
  found below.
  CREATURE TYPES
  ABERRATION
  Aberrations have bizarre anatomy, strange abilities, an alien mindset, or any 
  combination of the three. In addition, all aberrations have either deepvision or 
  darkvision. It is not uncommon for an aberration to have spell resistance, or to 
  possess numerous attacks, and attack modes. Aberrations have can be of any 
  size, and generally have d8 for hit dice. In general, aberrations are a catch-all 
  category; anything which is not definitely a member of another grouping is an 
  aberration.
  CONSTRUCT
  A construct is an animated object or artificially constructed creature. They are 
  immune to all effects which rely on a constitution or strength saving throw, and 
  will always possess some form of damage resistance and tend to have a high 
  degree of spell immunity as well; as such, constructs always have Physical 
  saves as Prime. Constructs are normally mindless, though exceptions do occur 
  rarely. Hit dice is always d10, unless exceptional situations arise. Constructs are 
  always neutral
  alignment.
  DRAGON
  A dragon is a reptilian creature, usually winged, with magical or unusual 
  abilities. Every dragon possesses a powerful breath weapon, and grows more 
  powerful as it matures, developing additional abilities in the process. They are 
  generally highly intelligent, and always have Physical and Mental saves as 
  Prime. Dragons have d12 for hit dice, though there are a few exceptions. In 
  addition, dragons always have spell resistance, increasing as they age, and are 
  always immune to the damaging effects related to their breath weapon. 
  Dragons grow in size, as based by the following table.
  TABLE MGA: SIZE OF DRAGONS
  Age of Dragon
  Size
  I-IV
  Small
  V-IX
  Medium
  X-XII
  Large
  ENCHANTED
  Enchanted creatures are magical or supernatural variants of ordinary, real-world 
  creatures, often based on myth and folklore. These creatures always have some 
  sort of spell, or spell-like ability, and generally have multiple. Hit dice is based 
  on the size of the creature. Additionally, enchanted creatures have darkvision, 
  and will usually have twilightvision as well. This category is composed of 
  several subtypes.
  Fey: Fey are creatures with supernatural abilities and connections to natural 
  forces and/or places. These creatures are often powerful spellcasters, and 
  generally do not attain a size category larger than medium. The typical hit dice 
  is d8. Several fey have spell resistance or spell immunity, and some have 
  regeneration. Every fey has Mental saves as Prime.
  Giant: Giants are large-sized humanoid creatures of great strength and bulk. By 
  necessity, all giants are of large size, and have Physical saves as Prime. They 
  generally have some minor magical abilities, progressively increasing in 
  potency with hit dice; those with a low hit dice count are typically of a lesser 
  intelligence, as well. Giants always have darkvision, and will most often use d8 
  for hit dice. All giants are adept at using very large weapons, and will deal great 
  amounts of damage with a successful hit; in addition, they are skilled in the art 
  of rock throwing and rock catching. Because of their enormous strength, 
  giants add their hit dice to their damage dealt.
  Magical Beast: Magical beasts are similar to beasts (detailed later) but can have 
  intelligence of inferior or better. Magical beasts typically have supernatural or 
  extraordinary powers. These creatures are generally of a small or medium size, 
  though large varieties do exist, and will often have the scent ability, being prone 
  to hunting. Magical beasts always possess a trait that heightens their sight. Hit 
  dice fluctuates with size, but the general die type is d8. The powers of a magical 
  beast vary greatly in function, but always serve to augment the creature’s 
  ecological function.
  Monstrous Humanoid: These are humanoid creatures with monstrous or 
  animalistic features, occasionally possessing supernatural abilities. They are 
  always medium size, and tend to have at least a modicum of intelligence. 
  Because they are humanoids, these monsters, more than most others, are prone 
  to having class abilities, and rely on manufactured weapons and armor. 
  Monstrous humanoids typically have d8 for hit dice, and often have a visual 
  enhancement, such as deepvision, and the scent quality.
  FIEND
  Fiends are like extraplanar creatures (see below), but they are of absolute evil, 
  whose only purpose is to corrupt, torment, and oppose the forces of good. They 
  always possess supernatural and magical abilities, and often have more than one 
  physical appearance. Fiends always have darkvision and deepvision, and some 
  form of damage resistance and immunities. They typically possess several 
  spell -like abilities, making them terrible and great foes. Unlike most 
  extraplanar creatures, fiends can be affected by the holy power of clerics, and 
  they are turnable, albeit, generally at a great difficulty, due to having turn 
  resistance. Hit dice are generally d8 or higher, despite size. Fiends are capable 
  of affecting the forces of good, just as clerics are able to drive away undead, 
  with the ability functioning the same as the turn undead class ability, save that 
  fiends cannot destroy a victim of this attack; only divine casters of a Good 
  alignment and paladins can be affected by this ability. For
  simplicity, the category of fiend encompasses, but is not limited to, those of a 
  demonic and diabolic nature; that is, demons and devils, which are further 
  delineated as below.
  Demon: Demons are a hierarchical society of chaotic evil beings, ruled by more 
  powerful aristocracy through might and ferocity, continually at war with each 
  other. They are generally highly intelligent beings, and inhabit planes of 
  ultimate evil and depravity. Demons are both conniving, and cruel, and cannot 
  normally enter the mortal world without assistance, generally in the form of 
  377
  
  MONSTERS
  magical summoning, conjuration, or other ritual; powerful spells such as gate 
  will also work. Any demon of considerable power, that is, those of Status V or 
  greater, are effectively immortal, as its corporeal form is not its actual form; 
  when such a being is killed, its disembodied spirit immediately retreats to its 
  native domain, where it remains, in torment by more superior demons, for one 
  full century, after which it is free to roam and be called forth again. However, a
  demon encountered, and slain, in its natural terrain, is actually killed, having no 
  place to retreat. Every demon has the ability to plane shift as per the spell, 
  though they may only enter the Astral Plane, Tarterus, Hades, and 
  Pandemonium as noted above. Those titled demons, such as Princes, or Lords, 
  may also enter the Ethereal Plane, of which they are fond. In addition, all
  demons possess damage reduction, based on their Status:
  TABLE MGB: STANDARD DEMON DAMAGE REDUCTION
  Status of Demon
  Damage Reduction
  Status I-III
  - or Silver [90% / 10%]
  Status IV
  Silver or +1 [80% / 20%]
  Status V
  +1 or +2 [70% / 30%]
  Status VI
  +2 or +3 [60% / 40%]
  Titled Demon
  +2 or +3 [50% / 50%]
  Demons, regardless of Status, also possess resistance (half) to the following 
  attack forms: cold, electricity, fire, and gas. They always have deepvision, and 
  the spell-like abilities of darkness, teleport without error, and gate. Finally, 
  demons are telepathic creatures, able to communicate with any intelligent 
  creature that speaks a language.
  Devil: Devils are a species of lawful evil creatures ruling and inhabiting the 
  planes of Hell, known individually as Gehenna, Hades, and Acheron. They are 
  hierarchical, with the most powerful taking the self-title of Archdevil; all lesser
  devils are in great fear of these, and serve them unwavering, though open 
  discord is not unknown. Devils, in general, are more genteel than demons 
  typically having attractive features, such as lithe humanoid bodies, and potent 
  illusory powers, coupled with those of charm. They are, like all fiends, 
  restrained in planar travel, being kept to their own realms and that of the Astral
  Plane, into which they rarely venture; devils of immense power are able to 
  traverse the Ethereal Plane, though they rarely do. Any devil, whilst 
  encountered on a plane other than its native, is immortal, immediately returning 
  to its natural domain incorporeally when slain, with those lesser than that of 
  Archdevil, being fearless in combat, and will fight until slain; Archdevils which 
  are slain return to their plane, remaining there for a full decade, unable to leave 
  by any natural or magical means. Devils, like demons, are always telepathic, 
  able to communicate with any creature with a language, in addition to 
  possessing the following traits.
  TABLE MGC: STANDARD DEVIL DAMAGE REDUCTION
  Rank of Devil
  Damage Reduction
  Inferior
  -
  Lesser
  Silver or +1 [70% / 30%]
  Devil
  +1 or +2 [60% / 40%]
  Greater
  +2 or +3 [50% / 50%]
  Archdevil
  +2 or +3 [40% / 60%]
  Devils, regardless of Rank, also possess resistance (half) to cold and gas, and 
  full immunity to fire. They always have spell -like abilities of charm person, 
  suggestion, teleport without error, know alignment, cause fear, animate dead, 
  and gate. In addition, devils have the spellcasting abilities of the illusionist 
  class.
  MORPHIC
  Morphic creatures are mutable, either lacking a genuine and true shape, or 
  having the ability to take the form of another. These creatures are always 
  immune to attacks which radically later the physical body, and generally have 
  other immunities or resistance as well. Morphic monsters typically have hit dice 
  based on size. There are two variants of morphic creatures, the ooze, and the 
  shapechanger.
  Ooze: An ooze is an amorphous or mutable creature. They are generally 
  unintelligent, and always possess an acidic attack. Lacking visual organs, 
  oozes are able to detect subtle vibrations in air and tremors on the ground, 
  allowing them to perfectly pinpoint a creature within their “sight,” even spoiling 
  spells and abilities such as invisibility. Oozes typically have a climbing 
  movement rate, and some will also possess a burrowing speed as well. They 
  are immune to all effects which require a constitution or strength saving 
  throw; oozes always have Physical saves as Prime. Often, an ooze will have a 
  low armor class; however, due to its general nature, oozes are prone to split and 
  multiply, creating identical copies of itself each time it is struck. Oozes have d8 
  for hit dice, unless exceptional circumstances exist. Oozes are nearly always 
  neutral in alignment.
  Shapechanger: This type of creature has a stable body but can assume other 
  forms. Generally, a shapechanger is some form of lycanthrope, alternating 
  between a humanoid form and that of an animal; these creatures will also, 
  normally, have a hybrid form, which is more potent than either of the previous, 
  and will be susceptible to lunar phases and forced form assumption because of 
  it. Other shapechangers are able to assume the shape of anything they wish, 
  essentially having a permanent polymorph or shapechange spell in effect. 
  However, any shapechanger which can assume humanoid form will often have 
  class abilities, and at least a low intelligence; such forms should be generally 
  unique, and be considered a NPC. Shapechangers tend to have d8 for hit dice.
  MUNDANE
  Mundane creatures are those which lack inherent supernatural abilities, and 
  generally have a real-world equivalent, being composed of, for the most part, 
  animals, plants, and vermin such as insects. The few fantastic creatures 
  contained in this grouping, such as humanoids and beasts, are variants of their 
  viable counterparts. In all cases, such creatures have hit dice based on size, and 
  will typically possess some form of visual acuity, generally duskvision or 
  deepvision. Only humanoids and beasts will tend to have any form of 
  recognizable intellect, with the former being able to have class abilities, and 
  relying on manufactured weapons and armor; such creatures should be 
  considered NPCs. The vast majority of mundane creatures are neutral in 
  alignment.
  Animal: An animal is a non-humanoid creature with a real-world equivalent. 
  They act, and function, exactly as an ordinary animal, and will have all traits 
  and characteristics of such creatures. Animals, if predatory, will have the scent 
  ability, and attack forms to assist. Physical saves are the normal Prime for 
  animals. These creatures are always of an animal intelligence, and are neutral 
  alignment.
  Beast: A beast is a creature with no real-world equivalent. It is a vertebrate 
  creature with a reasonably normal anatomy and no magical or unusual abilities. 
  These creatures typically resemble animals, but tend to exhibit traits from more 
  than one, being, essentially, an animal hybrid. They normally always possess 
  the scent ability and will tend to be large.
  Humanoid: A humanoid is a medium-sized creature that is anthropomorphic: 
  they have two arms, two legs, one head, and a human-like torso. Humanoids do 
  not share any particular traits. Hit dice is generally dependent on class ability, 
  though those without such abilities typically use d8.
  Plant: This type encompasses all plants and plant -like creatures. Plants are 
  affected by druidic spells and abilities, and they typically have cold 
  vulnerability. The larger a plant, the more hit dice it gains. Generally, plants 
  are immobile and unintelligent, though varieties do exist. They are immune to 
  all effects which rely on Constitution as a save, giving them Physical saves as 
  Prime. Plants typically use d8 for hit dice, and they tend to have numerous 
  attacks. Like oozes, plants do not possess visual organs, and so are able to 
  detect subtle differences in air pressure or to feel vibrations on the ground, 
  allowing it to “see” any creature within its range, despite magical effects to the 
  contrary, such as invisibility.
  Vermin: This type includes insects, arachnids, other arthropods, worms, and 
  similar invertebrates. These creatures are generally small sized, and tend to 
  gather in large numbers. Several vermin have poison attacks and numerous 
  movement types. Vermin are typically unintelligent. Vermin tend to have larger 
  hit dice types as they grow in size, but they generally use d6.
  PLANAR
  Planar creatures are natives to another place, dwelling in places far removed 
  from the natural world. They take various forms, and have a wide array of 
  abilities, almost always having supernatural traits. Planar creatures are immortal 
  when not encountered on their native plane, and as such, are nearly always 
  fearless and determined. Some have the ability to planewalk, treated as the 
  plane shift spell, and others must be summoned or conjured. Planar creatures 
  are always immune to mind-affecting spells, as their alien and bizarre 
  psychology makes them nearly incomprehensible. They also, typically, have 
  multitudes of resistances or immunities including damage resistance and 
  378
  
   
  spell resistance. As a general rule, planar creatures use d8 for hit dice, and will 
  tend to have a range of spell-like abilities.
  Elemental: An elemental is an entity composed of one of the four classical 
  elements: air, earth, fire, or water; this definition extends to include those 
  elementals which are composed of more than one of these classical properties. 
  Elementals are unintelligent beings, with size being correlated to their number 
  of hit dice. Each elemental is immune to the effects generated by whatever 
  substance it is composed of and will often have a vulnerability to an opposite 
  element. These creatures do not have visual organs, but they are able, like 
  oozes, to ascertain the presence of others, despite effects such as invisibility. 
  Damage dealt by an elemental is proportional to its size. Elementals have no 
  inherent magical abilities, and can only be summoned or conjured. They 
  generally use d8 for hit dice. Elementals are always immune to effects having a 
  constitution saving throw; elementals always have Physical saves as Prime.
  Extraplanar: An extraplanar is a non-elemental that originates from another 
  dimension, reality, or plane. These creatures have enormous versatility, often 
  possessing numerous supernatural abilities. Their form dictates much of what an 
  extraplanar creature is capable of, and they are nearly limitless in this regard, 
  much like aberrations, as previously detailed; extraplanar creatures with 
  humanoid appearances and intelligence will have class abilities and use 
  manufactured weapons and armor, often with magical enhancements. 
  Extraplanar creatures generally have at least d8 for hit dice.
  UNDEAD
  Undead are once-living creatures animated by spiritual or supernatural forces. 
  Undead are immune to all mindaffecting effects (charms, compulsions, etc.) 
  and to poison, sleep effects, paralysis, stunning, disease, and death effects. 
  Undead are healed by the application of reversed healing spells, but are 
  vulnerable to being raised or resurrected; they are also turnable. Some undead 
  are incorporeal, granting them immunity to all effects having Strength as its 
  save, and granting damage reduction +1, in addition to allowing the creature to 
  move without sound and to pass through solid objects, as well as being invisible 
  in darkness. Intelligent undead are capable of controlling non-intelligent undead 
  as if they possessed the command undead class ability. Many undead are able 
  to create others of their kind, often by causing the death of a living being. 
  Undead can only exist if a living version of the creature exists, though the 
  change in type often grants additional abilities. Undead nearly always have d12 
  for hit dice.
  It is assumed a Castle Keeper can use these charts to their fullest, and most 
  logical, conclusion. Therefore, only the most basic of notes are included, 
  typically being notes on modifiers to specific tables, dependent on creature type, 
  size, or other variables. If a creature is mentioned as “always” having a certain 
  trait, as detailed in their descriptions above, tables relating to such aspects are 
  ignored, and the next most logical table is followed; for example, all creatures 
  must use Tables MG3.1 and Tables MG5-5.2.
  TABLE MG1: CREATURE TYPE
  d%
  Creature Type
  01-05
  Aberration
  06-10
  Construct [Table MG2; Table MG3.1; Table MGMG6]
  11-15
  Dragon [Table MG1.1; Table MGA; Table MG3.1; Table MG5.1]
  16-40
  Enchanted [Table MG1. 2]
  41-43
  Fiend [Table MG1. 3]
  44-47
  Morphic [Table MG1.4]
  58-87
  Mundane [Table MG1. 5]
  88-90
  Planar [Table MG1. 6]
  92-00
  Undead [Table MG1. 7]
  TABLE MG1.1: DRAGON AGE
  d%
  Age
  01
  Age I [Table MG3.1; Table MGA; Table MG5.2A]
  02-03
  Age II [Table MG3.1; Table MGA; Table MG5.2A]
  04-06
  Age III [Table MG3.1; Table MGA; Table MG5.2A]
  07-10
  Age IV [Table MG3.1; Table MGA; Table MG5.2A]
  11-25
  Age V [Table MG3.1; Table MGA; Table MG5.2A]
  26-50
  Age VI [Table MG3.1; Table MGA; Table MG5.2A]
  51-75
  Age VII [Table MG3.1; Table MGA; Table MG5.2A]
  76-90
  Age VIII [Table MG3.1; Table MGA; Table MG5.2A]
  91-94
  Age IX [Table MG3.1; Table MGA; Table MG5.2A]
  95-97
  Age X [Table MG3.1; Table MGA; Table MG5.2A]
  98-99
  Age XI [Table MG3.1; Table MGA; Table MG5.2A]
  00
  Age XII [T able 3.1; Table MGA; Table MG5.2A]
  TABLE MG1.2: ENCHANTED SUBTYPE
  d%
  Subtype
  01-10
  Fey [-55% Table MG2; +50% Table MG5; -50% Table MG5.2]
  11-20
  Giant [+25% Table MG3; +50% Table MG5; +50% Table MG5.2]
  21-50
  Magical Beast [-15% Table MG2; -50% Table MG5]
  51-00
  Monstrous Humanoid [Table MG3; +50% Table MG5]
  TABLE MG1.3: FIEND SUBTYPE
  d%
  Subtype
  01-50
  Demon [Table MG1.3A]
  51-00
  Devil [Table MG1.3B]
  TABLE MG1.3A: DEMON STATUS
  d%
  Status
  01-65
  Status I [-20% Table MG2; Table MGB]
  66-80
  Status II [Table MG2; Table MGB]
  81-90
  Status III [Table MG2; Table MGB]
  91-95
  Status IV [+20% Table MG2; Table MGB]
  96-97
  Status V [+55% Table MG2; Table MGB]
  98-99
  Status VI [+50% Table MG3; Table MGB]
  00
  Titled [Table MG2; Table MG3.1; Table MGB]
  TABLE MG1.3B: DEVIL RANK
  d%
  Rank
  01-65
  Inferior [-55% Table MG2; Table MGC]
  66-80
  Lesser [-20% Table MG2; Table MGC]
  81-94
  Devil [Table MG2; Table MGC]
  95-99
  Greater [+20% Table MG2; Table MGC]
  00
  Archdevil [Table MG2; Table MG3.1; Table MGC]
  TABLE MG1.4: MORPHIC SUBTYPE
  d%
  Subtype
  01-30
  Ooze [Table MG2; -50% Table MG5]
  31-00
  Shapechanger [+20% Table MG2]
  TABLE MG1.5: MUNDANE SUBTYPE
  d%
  Subtype
  01-15
  Animal [Table MG2; -50% Table MG5; -50% Table MG5.2]
  16-20
  Beast [+55% Table MG2; -50% Table MG5; -25% Table MG5.2]
  21-70
  Humanoid [Table MG3; +50% Table MG5]
  71-75
  Plant [Table MG2; -50% Table MG5]
  76-00
  Vermin [-55% Table MG2; -50% Table MG5; -50% Table MG5.2]
  TABLE MG1.6: PLANAR SUBTYPE
  d%
  Subtype
  01-15
  Elemental [Table MG2; Table MG3.1; -50% Table MG5]
  16-00
  Extraplanar [Table MG2; Table MG3.1]
  TABLE MG1.7: UNDEAD SUBTYPE
  d%
  Subtype
  01-70
  Corporeal [Table MG2; +30% Table MG3; +25% Table MG5]
  71-00
  Incorporeal [Table MG2; +30% Table MG3; -25% Table MG5]
  TABLE MG2: SIZE
  d%
  Size
  01-25
  Small [-15% Table MG3]
  26-75
  Medium [Table MG3]
  76-00
  Large [+15% Table MG3]
  TABLE MG3: HIT DIE TYPE
  d%
  Hit Die
  01-05
  d4 [Table MG3.1]
  06-15
  d6 [Table MG3.1]
  16-85
  d8 [Table MG3.1]
  86-95
  d10 [Table MG3.1]
  96-00
  d12 [Table MG3.1]
  TABLE MG3.1: NUMBER OF HIT DICE
  d%
  Hit Die
  01-05
  Average Level -1d6
  06-20
  Average Level -1d3
  21-80
  Average Level
  81-95
  Average Level +1 d3
  96-00
  Average Level +1d6
  379
  
  MONSTERS
  TABLE MG4: INTELLIGENCE
  d%
  Intelligence
  01-05
  Non
  06-15
  Animal
  16-25
  Inferior
  26-40
  Low
  41-85
  Average
  86-90
  High
  91-95
  Superior
  96-97
  Genius
  98-99
  Supra-Genius
  00
  Deific
  TABLE MG5: ATTACK ROUTINE TYPE
  d%
  Attack Type
  01-50
  Natural Weapon [Table MG5.1; Table MG5.3 Per Weapon]
  51-00
  Manufactured Weapon [Table MG5.1A]
  TABLE MG5.1: NATURAL WEAPON
  d%
  Weapon
  01-25
  Claw / Pincher / Talon
  26-30
  Ridge / Spine
  31-50
  Bite
  51-55
  Stinger [20% Poison (Table MG9.2A)]
  56-70
  Wings [40% Flight (Table MG7.1)]
  71-80
  Hoof [60% Trample (+80% Table MG5.2)]
  81-85
  Antler / Horn / Tusk
  86-99
  Constrictor / Tentacle
  00
  +1 Weapon Type [Reroll]
  TABLE MG5.1A: MANUFACTURED WEAPON
  d%
  Weapon
  01-45
  Sword [Table MG5.3]
  46-65
  Dagger [Table MG5.3]
  66-70
  Mace [Table MG5.3]
  71-75
  Flail [Table MG5.3]
  76-85
  Axe [Table MG5.3]
  86-92
  Bow [Table MG5.3]
  93-94
  Polearm [Table MG5.3]
  95-00
  Crossbow [Table MG5.3]
  TABLE MG5.2: DAMAGE PER ATTACK
  d%
  Damage Die Dealt [Per Attack]
  01-05
  1
  06-10
  1d3
  11-15
  1d4
  16-80
  1d6
  81-85
  2d4
  86-90
  2d6
  91-95
  2d8
  96-00
  3d6
  TABLE MG5.3: NUMBER OF ATTACKS
  d%
  Value [Per Weapon]
  01-45
  1
  46-90
  2
  91-00
  3 (75%) or 4 (25%)
  TABLE MG6: ARMOR CLASS
  d%
  Armor Class Modifier
  01-05
  1 [50% add; 50% subtract]
  06-10
  1d2 [60% add; 40% subtract]
  11-15
  1d3 [70% add; 30% subtract]
  16-30
  1d4 [80% add; 20% subtract]
  31-65
  1d6 [90% add; 10% subtract]
  66-90
  2d4
  91-95
  3d4
  96-00
  4d4
  TABLE MG7: MOVEMENT
  d%
  Movement Type
  01-05
  --
  06-40
  Walk [Table MG7.1]
  41-45
  Climb [Table MG7.1]
  46-80
  Fly [Table MG7.1]
  81-85
  Swim [Table MG7.1]
  86-90
  Burrow [Table MG7.1]
  91-00
  +1 Movement Type [Reroll]
  TABLE MG7.1: MOVEMENT SPEED
  d%
  Speed [Per Movement Type]
  01-10
  10 feet
  11-40
  20 feet
  41-75
  30 feet
  76-85
  40 feet
  86-90
  60 feet
  91-95
  90 feet
  96-00
  120 feet
  TABLE MG8: SAVES
  d%
  Primes
  01-05
  --
  06-35
  Mental
  36-75
  Physical
  76-00
  Mental and Physical
  TABLE MG9: SPECIAL TRAITS
  d%
  Number of Traits
  01-05
  1 [Table MG9.1]
  06-50
  2 [Table MG9.1]
  76-95
  3 [Table MG9.1]
  96-00
  4 [Table MG9.1]
  TABLE MG9.1: TRAIT TYPE
  d%
  Trait Type (Per Trait)
  01-40
  Physical Attack [Table MG9.2]
  41-70
  Physical Defense [Table MG9.3]
  71-00
  Magical [Table MG9.4]
  TABLE MG9.2: PHYSICAL ATTACK SPECIALS
  d%
  Physical Attack
  01-10
  Elemental Damage [Table MG9.2A]
  11-15
  Drain [Table MG9.2B]
  16-40
  Paralysis (50%) or Petrifaction (50%)
  41-45
  Swallow Whole
  46-60
  Breath Weapon [Table MG9.2A]
  61-85
  Improved Grab (80%) or Hug (20%)
  86-95
  Rend or Rake [Table MG5.2]
  96-00
  Missile Attack [Table MG5.3, 5.2]
  TABLE MG9.2A: ELEMENTAL ATTACKS
  d%
  Elemental Type [Table MG5.2 for Damage]
  01-15
  Acid
  16-20
  Air
  21-30
  Cold
  31-35
  Earth
  36-50
  Electricity
  51-65
  Fire
  66-75
  Gas
  76-95
  Poison
  96-00
  Water
  TABLE MG9.2B: DRAIN
  d%
  Draining [-75% Table MG5.2]
  01-15
  Strength
  16-20
  Dexterity
  21-40
  Constitution
  41-50
  Intelligence
  51-55
  Wisdom
  56-60
  Charisma
  61-70
  Spell Level
  71-00
  Level
  380
  
   
  TABLE MG9.3: PHYSICAL DEFENSES
  d%
  Physical Defense
  01-30
  Elemental Resistance (75% Half) or 25% (Quarter) [Table 
  MG9.2A]
  31-50
  Elemental Immunity [Table MG9.2A]
  51-55
  Regeneration
  56-60
  Weapon Resistance (Half Damage) [Table MG9.3A]
  61-90
  Spell Resistance [Table MG9.3B]
  91-95
  Damage Reduction [Table MG9.3C]
  96-00
  Spell Immunity
  TABLE MG9.3B: SPELL RESISTANCE
  d%
  Spell Resistance
  01-15
  Average Level / 4 (Minimum 1)
  16-25
  Average Level / 2 (Minimum 1)
  26-60
  Average Level
  61-80
  Average Level +1
  81-96
  Average Level +1d4
  96-98
  Average Level x2 (Maximum 18)
  99-00
  Average Level x 2 (No Maximum)
  TABLE MG9.3C: DAMAGE REDUCTION
  d%
  Damage Reduction
  01-40
  Silver
  41-80
  +1
  81-90
  +2
  91-95
  +3
  96-00
  Special [Table MG9.3C-1]
  TABLE MG9.3C-1: SPECIAL DAMAGE REDUCTION
  d%
  Damage Reduction
  01-55
  Cold Iron
  56-90
  Wood
  91-73
  Adamantine
  94-97
  Mithril
  98-00
  Glass
  TABLE MG9.4: MAGICAL TRAITS
  d%
  Trait
  01-10
  Immune to Paralysis
  11-20
  Immune to Petrifaction
  21-30
  Immune to Polymorph
  31-35
  Alternate Form
  36-50
  Spell-like Abilities
  51-80
  Spellcasting
  81-00
  Class Abilities
  381
  
SOURCE: textdata/thevault/Collections/Bestiaries/Bestiary 5/Missing Monsters C.pdf