NETHERFIEND

Large Outsider (Evil, Extraplanar, Netherfiend)
Hit Dice: 14d8+112 (175 hp)
Initiative: +10
Speed: 40 ft. (8 squares)
Armor Class: 29 (-1 size, +6 Dex, +14 natural), touch 15, flat-footed 23
Base Attack/Grapple: +14/+27
Attack: Claw +23 melee (1d12+9 plus 2d6 unholy plus gray wasting)
Full Attack: 2 claws +23 melee (1d12+9 plus 2d6 unholy plus gray wasting) and bite +20 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Cackle, chilling darkness, spell-like abilities, unholy claws
Special Qualities: Damage reduction 15/good, darkvision 60 ft., immunity to cold and poison, magic circle against good, resistance to electricity 10 and fire 10 and sonic 10, see in darkness, spell resistance 27, tongues
Saves: Fort +17, Ref +15, Will +13
Abilities: Str 29, Dex 23, Con 26, Int 18, Wis 18, Cha 22
Skills: Bluff +23, Climb +26, Concentration +25, Diplomacy +27, Intimidate +25, Jump +13, Knowledge (the planes) +21, Listen +21, Search +21, Spellcraft +21 (+23 to decipher scrolls), Spot +21, Survival +21 (+23 when following tracks and on other planes), Use Magic Device +23 (+25 checks involving scrolls)
Feats: Cleave, Improved Initiative, Multiattack, Power Attack, Weapon Focus (claw)

Environment: Gray Waste of Hades
Organization: Solitary or pair
Challenge Rating: 15
Treasure: Standard coins
Alignment: Always neutral evil
Advancement: 15-28 HD (Large); 16-42 HD (Huge)
Towering over you is an immense creature, with smooth, obsidian skin, long arms ending in three-fingered claws, two curved tusks sprouting from its wide mouth, and a pair of glowing, purple eyes beneath a large ridged brow. It moves with an almost delicate grace despite its size, yet most unsettling of all is the sadistic, white grin on its fiendish face.
The netherfiends are quite possibly the most purely evil beings in the Multiverse, rivaling even the yugoloths in that regard. They care nothing for stratified society, caste systems, or orders of power; they care only for the spreading of evil throughout the planes. They represent pure evil untainted by the wiles of chaos and law rather than a perfect balance of chaos and law. They are unrelenting, malevolent, and – above all – intelligent and massively cunning.
Netherfiends stand about 12 feet tall and weigh 1,000 pounds.
 
COMBAT
Netherfiends are extremely capable opponents and horribly violent. They attack near anything that trespasses in their territory, but they especially love to feast upon the remains of dead yugoloths. Yugoloths, in turn, often have netherfiend hunting parties wherein an ultroloth (usually mounted on the back of a slasrath), a couple of nycaloths, and some mezzoloths take it upon themselves to hunt a particularly annoying netherfiend. This hunt usually lasts weeks (or months even) as the netherfiend and his netherhounds lead the yugoloths on wild chases through dead-end chasms, wilting forests, and the other depressing features of the Gray Waste.
A netherfiends’ natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

Cackle (Su): Three times per day, once every 1d4 rounds, the netherfiend can release a bout of maddening laughter as a free action. The laughter duplicates the effects of a blasphemy spell with a caster level of 14 (Will save DC 23). The save DC is Charisma based.

Chilling Darkness (Su): At will as a standard action, the netherfiend can surround itself in a circle of impenetrable darkness. This darkness is similar to that created by a deeper darkness spell. Anyone who enters the darkness takes 2d6 points of cold damage. The chilling darkness moves with the netherfiend and it can end the effect as a free action on its turn.

Gray Wasting (Su): Supernatural disease – claw, Fortitude DC 25, incubation period 1 minute, damage 1d4 Cha drain. The save DC is Constitution based

Unlike normal diseases, the gray wasting continues until the victim reaches 0 Charisma or is cured as described below.

Gray Wasting is a supernaturally powerful disease. A character attempting to restore an afflicted creature's Charisma must first succeed on a DC 25 caster level check, or the spell has no effect on the afflicted character. After the check is passed, no more checks are required and the character can be restored as normal.

A character reduced to 0 Charisma falls into a nightmare-filled torpor. Unless restored of at least 1 point of Charisma, the character transforms into a larvae within 3d4 rounds. Once the character transforms, only a wish or miracle can return him to normal.
Spell-Like Abilities: At will – deeper darkness, desecrate, detect good, dimension door, persistent image (DC 21), unholy blight (DC 20); 3/day – mind fog (DC 21); 1/day – dispel good (DC 21), waves of exhaustion. Caster level 14th. The save DC’s are Charisma based.
Unholy Claws (Su): A netherfiend can sheathe its claws in pure, malevolent power at will as a free action. Its claws deal an extra 2d6 points of unholy damage against nonevil creatures. When this ability is activated, strands of dark, indigo fire seem to writhe around the netherfiend's claws.

Magic Circle Against Good (Su): A netherfiend is constantly surrounded with a magic circle against good effect, as per the spell (caster level 14th). It can end or resume this effect as a free action on its turn.

 

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