Doru
This disembodied and bestial head covered in lashing hair and curling horns flies through the air.
Dorus are the divs that whisper in the night, the foul inspiration that drifts upon fetid winds, the messengers of pretender gods. Wild hair whips around a doru’s six twisting horns, while a flat nose, a fanged mouth, and red glowing eyes complete the terrifying image of this bodiless monstrosity. Dorus almost always fly, preferring to stay at heights that keep them at the eye level of those with whom they would have dealings. When not flying, dorus roll across the ground in a disturbing manner, horns bouncing and teeth clattering as the creatures cackle and cartwheel, terrifying children and shocking the faint of heart. The least of the divs, dorus serve as messengers and servants of other divs and sometimes mortal spellcasters. While not strong combatants, dorus prefer to sow ruin in more subtle ways. They enjoy tainting mortals with exaggerated news and outright lies, trying to turn impressionable beings to waste and wickedness. Even if a doru fails to fully corrupt an intelligent being itself, it attempts to weaken the target’s will, making the victim more pliable to future corruption and ruin. All divs have some manner of esoteric flaw in their personalities— dorus are obsessed with secrets. These covetous fiends hoard secrets and legends like a miser hoards gold. This thirst for information causes the curious dorus to enter into ridiculous bargains to obtain hidden knowledge from those they believe hold tales of special interest or value, especially when such information has the potential to aid in the corruption of future souls. Such bargains are usually what seal dorus to servitude, whether their service be to other divs or to mortal spellcasters. Cunning creatures, dorus often act as double (and sometimes triple) agents, but they rarely maintain this complex series of lies and deceptions for long. Dorus abhor mortals, as all divs do, and find it difficult to remain obedient to such beings for more than a span of a few decades at most. Only the most precious and profane secrets have the potential to keep a doru faithful to a mortal master for more than a century. Serving greater divs or mortal spellcasters, divs deliver messages, most directly plucked from secret sources. Dorus’ spell-like abilities make them excellent spies, granting them the ability to infiltrate, eavesdrop while invisible, and charm their way out of perilous situations. Those serving mortals pride themselves on manipulating their masters into furthering the divs’ own ends. Many evil spellcasters seeking profane power and ancient evil secrets seek to take dorus as familiars. A neutral evil spellcaster of at least 7th level who takes the Improved Familiar feat can select a doru as a familiar.
NE Tiny (div, , )
Init +3; Senses 60 ft., detect good, detect magic, ; Perception +7
DEFENSE
AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
hp 16 (3d10)
Fort +3, Ref +4, Will +4
10/cold iron or good; fire, poison; acid 10, electricity 10; 13
OFFENSE
Speed 20 ft., 40 ft. (perfect)
Melee bite +9 (1d4–1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
(CL 6th; concentration +8)
Constant—detect good, detect magic
At will—invisibility (self only)
3/day—charm person (DC 13), minor image (DC 14)
1/day—suggestion (DC 15)
1/week—commune (CL 12th, 6 questions)
STATISTICS
Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 14
Base Atk +3; +4; CMD 13 (can’t be tripped)
Feats Weapon Finesse, Weapon Focus (bite)
Skills Bluff +8, Fly +15, Knowledge (arcana) +6, Knowledge (planes) +6, Perception +7, Spellcraft +6, Stealth +17
Languages Abyssal, Celestial, Infernal; 100 ft.
ECOLOGY
Environment any (Abaddon)
Organization solitary
Treasure none
SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 11; frequency 1/round for 6 rounds; effect 1d2 Wis; cure 2 consecutive saves.
Vargouille
This creature is a blackened, bat-winged fiend’s head. Tentacles dangle from chin and scalp, and its fanged mouth hangs agape.
A vargouille is larger than a human head, typically between 12 and 20 inches high with a 15- to 35-inch wing span. Vargouilles are not natives of the Material Plane but can often be found there nevertheless, occupying graveyards, ancient battlefields, or anywhere one can find remnants of death and decay. These hideous monsters come from the fiendish outer planes, where they flop and flap through strange and haunted skies in constant search of fresh souls to torment. In these nightmare realms, vargouilles play a role similar to that of a raven or vulture, although they augment these roles with a malevolent delight in causing pain and anguish that no scavenger bird could ever hope to match. Vargouilles attack by swooping in on their opponents, shrieking them into paralysis, and then biting them with rows of razor-sharp teeth. When multiple vargouilles take up a common cause and fight as allies, they overwhelm their victim with bites and shrieks, tearing it to shreds. A vargouille’s low power and hideous method of reproduction make for a dangerous combination. Vargouilles are relatively easy to summon to the Material Plane, and once here, they can swiftly reproduce, creating more and more of their hideous kind from those who fall victim to their kiss. Vargouilles created on the Material Plane in this manner are still extraplanar creatures, and as such can be banished with the right magic.
NE Small (, )
Init +1; Senses 60 ft.; Perception +7
DEFENSE
AC 15, touch 12, flat-footed 14; (+1 Dex, +3 natural, +1 size)
hp 19 (3d10+3)
Fort +4, Ref +4, Will +2
OFFENSE
Speed 30 ft. (good)
Melee bite +5 (1d4 plus poison)
Special Attacks kiss, poison, shriek
STATISTICS
Str 10, Dex 13, Con 13, Int 5, Wis 12, Cha 8
Base Atk +3; +2; CMD 13
Feats Skill Focus (Stealth), Weapon Finesse
Skills Fly +13, Intimidate +5, Perception +7, Stealth +8
Languages Infernal
ECOLOGY
Environment any
Organization pair, cluster (3–6), or mob (7–12)
Treasure none
SPECIAL ABILITIES
Kiss (Su) A vargouille can kiss a helpless target by making a successful melee touch attack (this provokes attacks of opportunity). A kissed opponent must succeed on a DC 16 Fortitude save or begin a terrible transformation that changes the creature into a vargouille within 24 hours (and often much sooner; roll 1d6 separately for each phase of the transformation). First, over a period of 1d6 hours, all the victim’s hair falls out. Within another 1d6 hours thereafter, the ears grow into leathery wings, tentacles sprout on the chin and scalp, and the teeth become long, pointed fangs. During the next 1d6 hours, the victim takes Intelligence drain and Charisma drain equal to 1 point per hour (to a minimum of 3). The transformation is complete 1d6 hours thereafter, when the victim’s head breaks free of the body (which promptly dies) and becomes a vargouille. This transformation’s progress is paused by sunlight or any light spell of 3rd level or higher, but stopping the transformation requires remove disease or a similar effect. The transformation is a disease effect. The save DC is Constitution-based and includes a +4 racial bonus.
Poison (Su) Bite—injury; save Fort DC 12; frequency once; effect damage caused by bite can only be healed with magic if the spellcaster succeeds on a DC 20 caster level check; cure 1 save. The save DC is Constitution-based.
Shriek (Su) Instead of biting, a vargouille can open its distended mouth to shriek. Those within 60 feet (except other vargouilles) who hear the shriek and can clearly see the creature must succeed on a DC 12 Fortitude save or be for 2d4 rounds or until the monster attacks them, goes out of range, or leaves their sight. A creature that successfully saves cannot be affected again by the same vargouille’s shriek for 24 hours. The save DC is Constitution-based.
Urdefhan
This fanged humanoid has hideously transparent skin, revealing the vivid colors of internal organs and ivory bones inside its body.
Infused with fell energies from Abaddon, urdefhans are an unsightly race dedicated to war. They have developed many strange weapons, but none are more iconic than the two-bladed rhoka sword. Rhoka swords are exotic one-handed melee weapons—all urdefhans are proficient in their use. With such weapons, an urdefhan seeks to inflict as much death as possible upon the world before it perishes, so that its daemonic lords are pleased. Most male urdefhans are sterile—as a result, the women often turn to conjured daemons for mates. The products of such unions are usually typical urdefhans, but sometimes result in half-fiend urdefhans—these monsters usually rise to positions of great power in their violent society.
NE Medium (native)
Init +1; Senses 120 ft.; Perception +7
DEFENSE
AC 16, touch 11, flat-footed 15 (+3 armor, +1 Dex, +2 natural)
hp 25 (3d10+9)
Fort +6, Ref +4, Will +4
Defensive Abilities ; 5/good or silver; death effects (see below), disease, fear, level drain; acid 10; 14
OFFENSE
Speed 30 ft.
Melee rhoka sword +8 (1d8+6/18–20), bite +2 (1d4+2 plus 2 Str) or bite +7 (1d4+4 plus 2 Str)
Ranged composite longbow +4 (1d8+4/×3)
Special Attacks (1 Con)
(CL 3rd; concentration +5)
At will—feather fall
3/day—align weapon, death knell (DC 14), ray of enfeeblement (DC 13)
STATISTICS
Str 19, Dex 12, Con 17, Int 14, Wis 13, Cha 14
Base Atk +3; +7; CMD 18
Feats Iron Will, Weapon Focus (rhoka sword)
Skills Intimidate +8, Knowledge (dungeoneering) +5, Knowledge (planes, religion) +8, Perception +7, Ride +4, Sense Motive +7, Survival +7
Languages Aklo, Undercommon
SQ daemonic pact
ECOLOGY
Environment any land (Abaddon)
Organization solitary, pair, gang (3–12), or cult (13–30 plus 2–6 fighters of 2nd–4th level, 1–4 necromancer wizards of 3rd–6th level, 1 cleric high priest of 5th–9th level, 8–12 skavelings, and 1–3 ceustodaemons)
Treasure NPC gear (studded leather, rhoka sword, composite longbow (+4 Str) with 20 arrows, other treasure)
SPECIAL ABILITIES
Daemonic Pact (Su) Urdefhans are infused with daemonic energy; as an immediate action, an urdefhan can attempt to allow this energy to consume its soul (50% chance of success per attempt). If it succeeds, the urdefhan dies and releases a 5-foot-radius burst of negative energy that deals 2d6 points of damage (DC 14 Reflex half). The save DC is Constitution-based.
Strength Damage (Su) An urdefhan’s bite drains vitality, turning the skin and muscle around the wound transparent and causing 2 points of Strength damage unless the target succeeds on a DC 14 Fortitude save. The flesh remains transparent until the Strength damage is healed, but this does not have any other effects. The save DC is Constitution-based.
Yeth Hound
This emaciated, hairless canine has a strange air of menace and cruelty about it.
Yeth hounds are evil outsiders that delight in hunting intelligent prey. They lope through the night skies, relentlessly pursuing their chosen quarry for miles, and harrying them with their frightful baying. Yeth hounds hunt only at night. They fear the sun and never venture out in daylight, even if their lives depend on it. A yeth hound stands 4 feet tall at the shoulder and weighs about 400 pounds. Yeth hounds do not collect treasure, having no use for such baubles. The thrill of the hunt and the sweet tang of fear in their prey is all they value. However, some items of worth may occasionally be found in a yeth hound den, the discarded remnants of prey dragged back to the lair. Despite their bestial appearance, the yeth hound is rather intelligent, even if it does little with its intellect but devise and carry out ingenious, hateful plans to torment and horrify its prey before it finally strikes. Yeth hounds can often be found in the company of night hags or evil hunters. Yeth hounds hate other canine monsters such as barghests and worgs, and attack them on sight if they have the advantage of numbers. They are often associated with particularly bestial demons, and can be found serving demon cults as guardians and trackers. A gift of a yeth hound companion to a particularly successful cult is sure sign of favor in the eyes of a demonic patron. A cult with yeth hounds granted to them in this manner must take care to retain this favor, for if they displease their demonic patron, the hounds could turn on them. Yeth hounds inhabit secluded dens in remote wilderness areas far from bothersome civilization. These dens are always subterranean, far removed from the hated sunlight. Yeth hounds range great distances from their dens during their nightly hunts, and have been known to carry kills for miles just for the comfort of consuming a fresh meal in their lair. The sight of a yeth hound loping through the sky with a body clenched in its jaws is unsettling indeed.
NE Medium (, )
Init +6; Senses 60 ft., ; Perception +9
DEFENSE
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 30 (4d10+8)
Fort +3, Ref +6, Will +6
5/silver
OFFENSE
Speed 40 ft., 60 ft. (good)
Melee bite +7 (2d6+4 plus sinister bite and trip)
Special Attacks bay
STATISTICS
Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10
Base Atk +4; +7; CMD 19 (23 vs. trip)
Feats Improved Initiative, Skill Focus (Fly)
Skills Fly +16, Perception +9, Stealth +9, Survival +9
Languages Abyssal or Infernal (cannot speak)
ECOLOGY
Environment any
Organization solitary, pair, or pack (6–11)
Treasure incidental
SPECIAL ABILITIES
Bay (Su) When a yeth hound howls or barks, all creatures except other evil outsiders within a 300-foot spread must succeed on a DC 12 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same hound’s bay for 24 hours. The save DC is Charisma-based.
Flight (Su) A yeth hound can cease or resume its flight as a free action.
Sinister Bite (Su) A yeth hound’s bite is treated as evil-aligned for the purpose of overcoming damage reduction. In addition, a good-aligned creature bitten by a yeth hound must make a DC 14 Will save or be shaken for 1 round. If the victim is already suffering from a fear effect (such as the hound’s bay attack), the victim is instead completely overcome with fear and can do nothing but cower for 1 round. This is a mind-affecting fear effect. The save DC is Constitution-based.
Aghash
Draped in rags and hunched over on goatlike legs, this creature possesses a featureless face, save for a large eye ringed by fangs.
Aghashes embody the evil eye, a curse granted by merely witnessing these embodiments of ruin and misfortune. Terrifying, haglike beings, aghashes wander deserts of the Material Plane spreading doom with their gazes. These wretched creatures hold nothing sacred, taking particular pleasure in bringing vain and arrogant mortals, particularly spellcasters, to ruin. Ragged and filthy, an aghash moves with a staggering motion. Its hoofed legs bend like those of a goat, giving its emaciated frame an obscene, jerking gait. All divs exhibit some manner of compulsion, and aghashes’ is to despise beautiful mortals. If given a choice between attacking two different opponents, an aghash always chooses the most physically becoming foe. Such is their loathing—or, perhaps, jealousy—that an aghash might stalk attractive foes, delighting in aff licting them with curses that sap their Charisma or otherwise undermines their charm. With its spectral hand ability an aghash can deliver curses from a distance, leading some victims to believe they’ve been aff licted by a disease or cursed by the gods themselves. All the while, the aghash lingers nearby, delighting in the suffering it has caused. An aghash stands between 5 and 6 feet tall and weighs about 100 pounds.
NE Medium (div, , )
Init +2; Senses 60 ft., ; Perception +11
DEFENSE
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 42 (5d10+15)
Fort +4, Ref +6, Will +7
5/cold iron or good; fire, poison; acid 10, electricity 10; 15
OFFENSE
Speed 30 ft.
Melee 2 claws +8 (1d6+2)
Special Attacks cursed , sandstorm
(CL 6th; concentration +10)
At will—bestow curse (DC 18), detect good, detect magic, dimension door, minor image (DC 16), spectral hand
1/day—suggestion (DC 17), (level 3, 1d2 dorus 25%)
STATISTICS
Str 14, Dex 15, Con 16, Int 13, Wis 13, Cha 18
Base Atk +5; +7; CMD 19
Feats Alertness, Iron Will, Weapon Focus (claw)
Skills Bluff +10, Disguise +12, Intimidate +10, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +11, Sense Motive +9, Spellcraft +9, Stealth +10
Languages Abyssal, Celestial, Infernal; 100 ft.
ECOLOGY
Environment any (Abaddon)
Organization solitary
Treasure standard
SPECIAL ABILITIES
Cursed Gaze (Su) Aghash’s choice: confused for 1 round, shaken for 1 round, stunned for 1 round, or deals 1d4 points of damage, 30 feet, Fortitude DC 16 negates. Any creature under the effects of protection from evil is immune to an aghash’s gaze. The save DC is Charisma-based.
Sandstorm (Su) Once per day, as a full-round action, an aghash can create a temporary sandstorm. This storm has a radius of 100 feet centered on the aghash and lasts for 1 minute per Hit Die the aghash possesses (typically 5). This functions as a sandstorm.
Nightmare
This eerie horse-like creature’s skin is an inky blackness. Fire spurts from its hair and nostrils, and its hooves spray sparks.
Nightmares are flaming harbingers of death. They allow only the most evil of creatures to ride them, and are never mere mounts, but rather willing partners in destruction. The cauchemar is a more dangerous variant of the nightmare, particularly valued for its ability to enter the Ethereal Plane with its rider in addition to being able to use plane shift to invade other realities.
NE Large (, )
Init +6; Senses 60 ft.; Perception +12
DEFENSE
AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
hp 51 (6d10+18)
Fort +8, Ref +7, Will +3
OFFENSE
Speed 40 ft., 90 ft. (good)
Melee bite +9 (1d4+4), 2 hooves +4 (1d6+2 plus 1d4 fire)
Space 10 ft.; Reach 5 ft.
Special Attacks smoke
(CL 6th)
1/day (self plus 1 rider only)—plane shift
STATISTICS
Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12
Base Atk +6; +11; CMD 23 (27 vs. trip)
Feats Alertness, Improved Initiative, Run
Skills Fly +13, Intimidate +10, Knowledge (planes) +10, Perception +12, Sense Motive +12, Stealth +7, Survival +10
Languages Abyssal, Infernal
ECOLOGY
Environment any (Abaddon)
Organization solitary
Treasure none
SPECIAL ABILITIES
Smoke (Su) In battle, a nightmare exhales smoke that chokes and blinds foes, filling a 15-foot cone each round as a free action. Anyone in the cone must succeed on a DC 16 Fortitude save or become sickened until 1d6 minutes after leaving the area. This smoke acts as obscuring mist for the purposes of concealment. The smoke persists for 1 round. The save DC is Constitution-based.
Cauchemar
This towering, burning equine stands upon smoking hooves. Hellfire shimmers in its hateful eyes.
NE Huge (, )
Init +6; Senses 60 ft.; Perception +22
DEFENSE
AC 26, touch 10, flat-footed 24 (+2 Dex, +16 natural, –2 size)
hp 147 (14d10+70)
Fort +14, Ref +11, Will +7
OFFENSE
Speed 40 ft., 90 ft. (good)
Melee bite +22 (2d6+10), 2 hooves +17 (2d6+5 plus 1d6 fire)
Space 15 ft.; Reach 10 ft.
Special Attacks smoke
(CL 15th)
1/hour (self plus 1 rider only)—ethereal jaunt, plane shift
STATISTICS
Str 31, Dex 15, Con 21, Int 16, Wis 12, Cha 12
Base Atk +14; +26; CMD 38 (42 vs. trip)
Feats Alertness, Cleave, Improved Initiative, Improved Overrun, Iron Will, Power Attack, Run
Skills Acrobatics +19, Bluff +18, Fly +19, Intimidate +18, Knowledge (arcana, planes) +20, Perception +22, Sense Motive +22, Stealth +11
Languages Abyssal, Infernal
ECOLOGY
Environment any (Abaddon)
Organization solitary
Treasure none
SPECIAL ABILITIES
Smoke (Su) In battle, a cauchemar exhales smoke that chokes and blinds foes, filling a 15-foot cone each round as a free action. Anyone in the cone must succeed on a DC 22 Fortitude save or become sickened until 1d6 minutes after leaving the area. This smoke acts as obscuring mist for the purposes of concealment. The smoke persists for 1 round. The save DC is Constitution-based.
Apocalypse Locust
An unnerving, buzzing drone emerges from a creature resembling a tortured human half transformed into a giant, winged scorpion.
Apocalypse locusts are damned humans twisted and fused into the form of massive, fiendish insects. They delight in torturing living creatures, drawing out the torment for as long as possible. Though these creatures have average intelligence, they are consumed by hatred and eternal pain, and therefore lack any kind of empathy or sanity. Apocalypse locusts particularly enjoy watching holy warriors suffer their hallucinatory stings.
CE Large (, , mythic)
Init +0; Senses 60 ft.; Perception +10
DEFENSE
AC 20, touch 9, flat-footed 20 (+11 natural, –1 size)
hp 75 (6d10+42)
Fort +7, Ref +2, Will +6
5/epic
OFFENSE
Speed 30 ft., 60 ft. (good)
Melee 2 pincers +7 (1d8+3 plus ), sting +11 (1d6+6 plus sting)
Space 10 ft.; Reach 10 ft.
Special Attacks abyssal torment, (30-ft. line, 1d6 fire damage plus accursed brand, Will DC 15 negates, usable every 2d4 rounds), (1d8+9), maddening buzz, (3/day, +1d6), sting
(CL 6th; concentration +8)
1/day—summon swarm (locusts only)
STATISTICS
Str 22, Dex 10, Con 14, Int 11, Wis 13, Cha 15
Base Atk +6; +13 (+17 grapple); CMD 23
Feats Flyby Attack, Power AttackM, Weapon FocusM (pincer)
Skills Bluff +11, Fly +11, Intimidate +11, Perception +10, Stealth +5, Survival +10
Languages Abyssal
ECOLOGY
Environment any evil-aligned planes
Organization solitary, pair, or colony (3–30)
Treasure standard
SPECIAL ABILITIES
Abyssal Torment (Su) An apocalypse locust’s sting is designed to torment its victims with wracking pain. A victim of the creature’s venomous sting also takes a –4 penalty on attack rolls, skill checks, and ability checks. The effects of abyssal torment last until the sting’s poison is cured.
Accursed Brand (Su) Whenever a victim fails its save against an apocalypse locust’s breath weapon, the unholy fire burns an accursed brand into his flesh. For the next 24 hours, the branded victim is subjected to auditory hallucinations of foul desires and sinful deeds. The hallucinations cause lawful and good victims to become tainted; good-aligned clerics, druids, paladins, and even lawful monks are treated as though they’ve temporarily broken their codes of conduct. Any character marked by the accursed brand who has a class that’s restricted to a good alignment or lawful alignment is treated as an ex-member of that class for 24 hours; an atonement spell can end this effect.
Maddening Buzz (Su) When three or more apocalypse locusts in a group simultaneously flap their wings, they create a loud buzzing sound capable of driving other creatures mad. Any creature within a range of 100 feet + 10 additional feet per locust must succeed at a DC 15 Will save or go mad as if affected by a confusion spell (caster level equal to the locusts’ CR plus the number of locusts present). This is a sonic mind-affecting effect. The DC for the save is Charisma-based.
Sting (Ex) Poison—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1 Con plus abyssal torment; cure 2 consecutive saves. The save DC is Constitution-based.
Pairaka
Blue-skinned and draped in revealing attire, this humanoid fiend has a sultry gaze suggesting all manner of debased pleasures.
A sensual pairing of seduction and destruction, pairakas embody the corruptive nature of unbridled lust. Pairakas spend little time in their true form while on the Material Plane, choosing to cloak themselves instead in alluring forms to seduce potential victims, ruin relationships, and foment obsession. In its true form, a pairaka’s body is a foul landscape of blazing rashes, oozing pustules, and taut blisters suggestive of the corruptions it harbors, bodily and spiritually. Pairakas pride themselves on perversion. They love nothing more than turning lovers against one another or destroying the bonds of friendship. Pairakas feed off this slow torment and savor each broken heart or disappointment. They use lust and sexuality as their primary tools, wielding taboos and carnal appetites to sever oncefriendly relationships. Pairakas also use their seduction to spread disease, charming victims into physical contact. Just as all other divs suffer a weakness, pairakas cannot stand the color red. They never wear the color or enter a place that is painted red, and they always attack creatures that are garbed in clothes of a crimson hue first. Pairakas stand 6 feet tall and weigh around 150 pounds. Their skin color varies widely between individuals.
NE Medium (div, , , shapechanger)
Init +9; Senses 60 ft., detect good, detect magic, ; Perception +16
DEFENSE
AC 23, touch 15, flat-footed 18 (+5 Dex, +8 natural)
hp 76 (9d10+27)
Fort +6, Ref +11, Will +10
10/cold iron or good; fire, poison, disease; acid 10, electricity 10; 22
OFFENSE
Speed 30 ft., 50 ft. (good)
Melee 2 claws +14 (1d6+3 plus disease)
Special Attacks lustful dreams
(CL 12th; concentration +19)
Constant—detect good, detect magic
At will—charm monster (DC 21), dimension door (self plus 50 lbs. of objects only), misdirection (DC 19)
1/day—insect plague, (level 3, 1d4 dorus 50%)
STATISTICS
Str 17, Dex 20, Con 16, Int 14, Wis 18, Cha 24
Base Atk +9; +12; CMD 27
Feats Deceitful, Flyby Attack, Hover, Improved Initiative, Weapon Finesse
Skills Bluff +20, Diplomacy +18, Disguise +18, Fly +16, Intimidate +16, Knowledge (local) +13, Knowledge (planes) +13, Perception +16, Sense Motive +13, Stealth +17
Languages Abyssal, Celestial, Infernal; 100 ft.
SQ (any Small or Medium animal or humanoid; polymorph)
ECOLOGY
Environment any (Abaddon)
Organization solitary
Treasure standard
SPECIAL ABILITIES
Disease (Su) A pairaka carries two diseases. Its claws infect targets with bubonic plague, and any willing contact with its skin (such as through caressing, grappling, or more) exposes victims to the shakes.
Bubonic Plague: Claw—injury; save Fort DC 17; onset 1 day; frequency 1/ day; effect 1d4 Str damage, 1 Cha damage, and target is fatigued; cure 2 consecutive saves.
Shakes: Contact; save Fort DC 17; onset 1 day; frequency 1/day; effect 1d8 Dex damage; cure 2 consecutive saves.
Lustful Dreams (Su) Pairakas can torment sleeping creatures. While an intelligent creature sleeps, a pairaka can slip into the target’s mind and twist its dreams to lusty nocturnal visions. The victim must be asleep for the pairaka to use this ability and the pairaka must be within 100 feet. If the victim fails a DC 21 Will save, it experiences vivid hallucinations of a lurid nature that leave it breathless and fatigued upon waking. The victim, even a depraved soul, rarely considers the sexual nature of these dreams enjoyable, as the images exploit any number of taboos the pairaka suspects its victim might harbor. The save DC is Charisma-based. Creatures that do not sleep or dream are immune to this effect.
Soul Eater
Two elongated and deathly pallid arms protrude from this creature’s smoky body as it slithers silently through the air.
Summoned forth from the inky swamps of Abaddon, a soul eater is an extraplanar entity devoid of emotion or reason and possessing a hunger that may only be sated by devouring the souls of the living. The very nature of a soul eater makes it an ideal and terrifyingly efficient tool of death, and it is for this reason they are often conjured by vile spellcasters pursuing morbid agendas. Even when not seeing to the heinous commands of a sinister magic user, the soul eater prowls and hunts, constantly seeking living souls upon which to gorge itself.
NE Medium (, )
Init +10; Senses 60 ft., ; Perception +14
DEFENSE
AC 21, touch 17, flat-footed 14 (+6 Dex, +1 dodge, +4 natural)
hp 82 (11d10+22)
Fort +5, Ref +13, Will +7
10/magic; critical hits, paralysis, poison, sleep, stunning
OFFENSE
Speed 30 ft., 100 ft. (perfect)
Melee 2 claws +18 (1d6+1/19–20 plus 1d6 Wisdom damage)
Special Attacks find target, soul drain
STATISTICS
Str 13, Dex 22, Con 14, Int 12, Wis 11, Cha 11
Base Atk +11; +12; CMD 29 (can’t be tripped)
Feats Dodge, Flyby Attack, Improved Critical (claw), Improved Initiative, Weapon Finesse, Weapon Focus (claw)
Skills Acrobatics +20 (+8 jump), Escape Artist +20, Fly +28, Intimidate +14, Knowledge (planes) +15, Perception +14, Stealth +20 (+28 darkness or smoke)
Languages Abyssal, Infernal
SQ caster link
ECOLOGY
Environment any Outer Plane (Abaddon)
Organization solitary
Treasure none
SPECIAL ABILITIES
Caster Link (Ex) When a soul eater is summoned, it creates a mental link between itself and its conjurer. If the soul eater’s assigned target (see find target ability) dies before the soul eater can drain its soul, or if the soul eater is defeated by its target (but not slain), it returns to its conjurer at full speed and attacks her. While the soul eater and the conjurer are on the same plane (regardless of plane-traveling interruptions), it can use its find target ability to locate its conjurer.
Find Target (Su) When a soul eater’s conjurer orders it to find a creature, it can do so unerringly, as though guided by a locate creature spell that has no maximum range and is not blocked by running water. The conjurer must have seen the desired target and must speak the target’s name.
Soul Drain (Su) If the Wisdom damage from a soul eater’s claw attacks equals or exceeds an opponent’s actual Wisdom score, rendering the victim helpless, the soul eater can devour that creature’s soul as a standard action that provokes an attack of opportunity. This attack kills the victim. The dead victim can resist having her soul eaten by making a (DC 17) Fortitude save; success means she is still dead, but can be restored to life normally. If she fails this save, her soul is consumed by the soul eater. A victim slain in this manner cannot be returned to life with clone, raise dead, or reincarnation. She can be restored to life via resurrection, true resurrection, miracle, or wish, but only if the caster can succeed on a DC 30 caster level check. If the soul eater is killed within 120 feet of its victim’s corpse, and the victim has been dead for no longer than 1 minute, the victim’s soul returns to her body and restores her to life, leaving her unconscious and at – 1 hit point. This is a death effect. The save DC is Constitution-based.
Wisdom Damage (Su) A creature hit by a soul eater’s claw must succeed on a DC 17 Fortitude save or take 1d6 points of Wisdom damage. The save DC is Constitution-based.
Night Hag
Grisly fetishes and the rags of once fine clothes hang off the corpse-thin frame of this horrifying, sharp-fanged crone.
Terrifying murderesses and greedy soul brokers, night hags prey upon mortals while they’re most vulnerable. Preferring to kill their prey slowly, haunting their dreams night after night, these hags trap the tormented souls of their victims within dark gems so they might be sold in the infernal markets of the outer planes. Night hags vary widely in appearance, standing between 5-1/2 and 7 feet tall, and weighing from 150 to 300 pounds.
NE Medium (, )
Init +4; Senses 60 ft.; Perception +16
DEFENSE
AC 25, touch 14, flat-footed 21 (+4 Dex, +11 natural)
hp 92 (8d10+48)
Fort +14, Ref +8, Will +11
10/cold iron and magic; charm, cold, fear, fire, sleep; 24
OFFENSE
Speed 30 ft.
Melee 2 claws +13 (1d4+5), bite +13 (2d6+5 plus disease)
Special Attacks dream haunting
(CL 8th)
Constant—detect chaos, detect evil, detect good, detect law, detect magic
At will—deep slumber (DC 16), invisibility, magic missile, ray of enfeeblement (DC 14)
At will (with heartstone)—etherealness, soul bind
STATISTICS
Str 21, Dex 19, Con 22, Int 18, Wis 16, Cha 17
Base Atk +8; +13; CMD 27
Feats Alertness, Combat Casting, Deceitful, Mounted Combat
Skills Bluff +16, Diplomacy +11, Disguise +16, Intimidate +14, Knowledge (arcana) +12, Knowledge (planes) +15, Perception +16, Ride +15, Sense Motive +16, Spellcraft +15
Languages Abyssal, Celestial, Common, Infernal
SQ (any humanoid, alter self), heartstone
ECOLOGY
Environment any evil-aligned plane
Organization solitary, mounted (1 and 1 nightmare), or coven (3 hags of any type)
Treasure standard
SPECIAL ABILITIES
Disease (Su) Demon Fever: Bite—injury; save Fort DC 20; onset immediate; frequency 1/day; effect 1d6 Con damage (target must save a 2nd time or 1 point of the damage is drain instead); cure 2 consecutive saves. The save DC is Constitution-based.
Dream Haunting (Su) A night hag can visit the dreams of chaotic or evil targets by using a special periapt known as a heartstone to become ethereal, then hovering over the creature. Once it does so, it rides on the victim’s back until dawn. The sleeper suffers tormenting dreams and takes 1 point of Constitution drain upon awakening. Only another ethereal being can stop these nocturnal intrusions by confronting and defeating the night hag.
Heartstone (Su) All night hags carry a heartstone—a special gemstone worth at least 1,800gp that is worn as a periapt. A heartstone’s magic is fueled by the hag’s spirit and proximity—once separated from its owner (or upon the hag’s death), a heartstone retains its magic for only 24 hours before becoming a nonmagical gem again. The heartstone instantly cures any disease contracted by the holder. In addition, a heartstone provides a +2 resistance bonus on all saving throws (this bonus is included in the statistics block above). A night hag that loses this charm can no longer use etherealness or soul bind until it finds a replacement gemstone.
Ghawwas
Bristling with spiny ridges, coral horns, and needle-sharp teeth, this menacing biped seems to have emerged from some poisoned sea.
Full of poison and treachery, ghawwas foul the seas and seek to bring ruin to those who dwell there. Ghawwas resemble a mixture of hulking humanoid, prehistoric fish, and poisonous bottom-feeder. While most ghawwas live in salt water, they sometimes teleport to oases to defile them or suck them dry. Although they see all mortals as enemies, ghawwas bear a particular grudge against peaceable, waterbreathing creatures such as merfolk and locathah. All ghawwas find the tolling of bells insufferable, the sound filling them with rage and driving them to seek out the source and destroy either the bell or those ringing it. The typical ghawwas stands 12 feet tall and weighs close to 1,200 pounds.
NE Large (aquatic, div, , )
Init +6; Senses 60 ft., detect good, detect magic, ; Perception +19
DEFENSE
AC 26, touch 11, flat-footed 24 (+2 Dex, +15 natural, –1 size)
hp 161 (14d10+84)
Fort +10, Ref +13, Will +11
Defensive Abilities rough hide; 10/cold iron and good; fire, poison; acid 10, electricity 10; 21
OFFENSE
Speed 30 ft., 80 ft.
Melee bite +21 (1d8+7/19–20), 2 claws +20 (1d6+7), sting +20 (1d6+7 plus poison) or spear +20/+15/+10 (2d6+10/×3 plus poison), bite +19 (1d8+3/19–20), sting +18 (1d6+3 plus poison)
Ranged spear +15 (2d6+7/×3 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks boiling sea
(CL 12th; concentration +14)
Constant—detect good, detect magic
At will—control water, curse water, deeper darkness, dimension door
3/day—hallucinatory terrain (DC 16), stinking cloud (DC 15), (level 6, 1 pairaka 60%), quench (DC 15)
STATISTICS
Str 24, Dex 15, Con 23, Int 12, Wis 15, Cha 14
Base Atk +14; +22; CMD 34
Feats Combat Reflexes, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Multiattack, Power Attack, Weapon Focus (bite)
Skills Bluff +19, Knowledge (geography, planes) +18, Perception +19, Stealth +15, Survival +19, Swim +32
Languages Abyssal, Aquan, Celestial, Infernal; 100 ft.
SQ
ECOLOGY
Environment any (Abaddon)
Organization solitary
Treasure standard
SPECIAL ABILITIES
Boiling Sea (Su) As a standard action, a ghawwas can cause the waters around it to boil. Any creature within 50 feet of the ghawwas, within the same body of water, and at least half submerged takes 6d6 points of fire damage (Fortitude DC 23 half). The save DC is Constitution-based.
Poison (Ex) Sting—injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d6 Str; cure 2 consecutive saves.
Rough Hide (Ex) Ghawwas have rough hides studded with jagged barbs and spiny protrusions. Any creature striking a ghawwas with a natural weapon or an unarmed strike takes 1d6 points of slashing and piercing damage.
Dorvae
Two pairs of stretched and veiny leather wings adorn the back of this shrouded reptilian nightmare.
The dorvaes are a race of fiends standing apart from all others. Each dorvae prides itself on owing no allegiance to anything but itself, and is never willing to suffer a master no matter how powerful or intelligent that creature may be. Dorvaes believe all other creatures in the universe live solely to entertain the dorvaes’ perverse pleasures. Cruel, selfish, and calculating, each dorvae pursues its own dark agenda and desires without guilt, empathy for its playthings, or even consideration of the possible consequences. Master manipulators, dorvaes would rather stand back and create unquestioning minions to champion their schemes. Many dorvaes meddle in the politics and power plays of evil planar beings, but a number of these fiends ply their manipulations on the Material Plane. Often they seek out primitive humanoid tribes, which they lead like vengeful and angry gods. Others look for cosmopolitan centers to manipulate, often masquerading as the mysterious leaders of foreign cults, or as the masterminds of criminal societies.
NE Medium ()
Init +5; Senses 60 ft., see invisibility; Perception +24
DEFENSE
AC 24, touch 16, flat-footed 18 (+5 Dex, +1 dodge, +8 natural)
hp 123 (13d10+52)
Fort +8, Ref +13, Will +10
10/good; mind-affecting effects, poison; 22
OFFENSE
Speed 30 ft., 60 ft. (good)
Melee 2 claws +18 (3d8+4/19–20 plus )
Special Attacks writhing snakes
(CL 11th; concentration +14)
Constant—see invisibility
At will—detect thoughts (DC 15)
3/day—bestow curse (DC 17), dimension door
1/day—feeblemind (DC 18), lesser geas (DC 17)
STATISTICS
Str 18, Dex 21, Con 18, Int 17, Wis 14, Cha 17
Base Atk +13; +20 (+24 grapple); CMD 33
Feats Agile Maneuvers, Dodge, Flyby Attack, Improved Critical (claw), Mobility, Skill Focus (Perception), Weapon Focus (claw)
Skills Acrobatics +21, Bluff +19, Diplomacy +13, Fly +18, Intimidate +16, Knowledge (planes) +19, Knowledge (religion) +19, Perception +24, Sense Motive +18, Stealth +21
Languages Abyssal, Celestial, Common, Infernal; 50 ft.
ECOLOGY
Environment any (evil planes)
Organization solitary
Treasure standard
SPECIAL ABILITIES
Writhing Snakes (Ex): When a dorvae succeeds at a grapple check against an opponent, the serpents of its body writhe around the grappled foe, biting wherever they can gain purchase. This deals 2d8 points of piercing damage, and the grappled foe is subject to the dorvae’s supernatural poison.
Dorvae Poison (Su) Writhing snakes—injury; save DC 20; frequency 1/round for 12 rounds; effect 1d4 Wis and on the first failed save the target is susceptible to the dorvae’s lesser geas no matter its Hit Dice for 24 hours. Cure 3 saves. The save DC is Constitution-based.
Shira
Moving with deadly grace, this brutal, thickly furred humanoid figure’s head is that of a lioness with dead black eyes.
Bestial stalkers, shiras live to hunt and feed. Resembling anthropomorphic lionesses, these divs use their powerful builds, keen senses, and deadly instincts to track the proudest mortals and slay the most formidable foes. They embody the deadly nature of the wilds and the dispassion with which beast and land might turn against mortals, delighting in proving to civilized beings how small and helpless they are in the face of a savage world. Shiras prefer hunting alone, keeping company with even others of their own kind only long enough to form temporary hunting bands. With a hunger for intelligent prey, they savor the taste of mortal souls, savaging not just victims’ bodies but also their vital essences. Despite being the most feral of all divs, shiras sometimes serve as scouts and assassins for div hordes. Such arrangements usually prove to be temporary, however, lasting only until the shiras’ savage instincts or lust for the hunt again takes hold. Shiras never go after an easy kill, and instead target the most obviously powerful of the possible targets. When acting on this compulsion, a shira weighs its chances for survival and the glory of its intended kill, planning its tactics carefully and not necessarily charging savagely forth. Though savage, a shira is also a cunning hunter and might wait weeks for the perfect opportunity to bring down its chosen prey. Most shiras stand 10 feet tall and weigh approximately 1,200 pounds.
NE Large (div, , )
Init +11; Senses 60 ft., , true seeing; Perception +21
DEFENSE
AC 27, touch 16, flat-footed 20 (+7 Dex, +11 natural, –1 size)
hp 150 (12d10+84)
Fort +11, Ref +15, Will +14
10/cold iron and good; fire, poison; acid 10, electricity 10; 23
OFFENSE
Speed 50 ft.
Melee bite +21 (1d8+9/19–20), 2 claws +21 (1d8+9 plus )
Space 10 ft.; Reach 10 ft.
Special Attacks consume essence, dusty pelt, (2 claws +21, 1d8+9)
(CL 13th; concentration +18)
Constant—true seeing
At will—greater teleport (self plus 50 lbs. of objects only)
3/day—magic circle against good, waves of fatigue
1/day— (level 5, 1d2 pairakas or 1 shira 35%)
STATISTICS
Str 28, Dex 25, Con 25, Int 13, Wis 22, Cha 20
Base Atk +12; +22 (+26 grapple); CMD 39
Feats Improved Critical (bite), Improved Initiative, Power Attack, Run, Weapon Focus (claw), Weapon Focus (bite)
Skills Acrobatics +22 (+30 when jumping), Bluff +20, Climb +24, Intimidate +20, Perception +21, Stealth +18, Survival +21
Languages Abyssal, Celestial, Infernal; 100 ft.
ECOLOGY
Environment any (Abaddon)
Organization solitary
Treasure standard
SPECIAL ABILITIES
Consume Essence (Su) A shira’s deadliest attacks drain away a portion of its victim’s essence. Whenever a shira hits with a coup de grace attack using its bite, or confirms a critical hit with its claws or bite, the target must succeed at a DC 23 Fortitude save or take 1d4 points of Constitution drain. The save is Constitution-based.
Dusty Pelt (Ex) A shira collects and produces copious amounts of dust and ash within the coarse hairs of its furry hide. As a move action, it can shake itself, creating a cloud of dust that fills its space, providing it concealment. Any attack that deals at least 10 points of bludgeoning, piercing, or slashing damage to the shira (before DR) automatically activates this ability. The dust cloud lasts for 1 round. A light wind disperses this cloud immediately.
Sepid
Twice the height of a human, this horned monstrous warrior wields a massive blade.
Warlords among the divs, sepids spread fear, slaughter, and despair wherever they pass. They foster battles, incite rebellions, and seek heroes to slay, destroying all that which gives common people hope. With their falchions in hand, sepids often stand at the fore of the foul legions they raise. Sepids delight in twisting the truth, but while all divs are liars, sepids make themselves predictable by always doing the opposite of what they claim, and wise opponents turn this knowledge to their own advantage. Sepids stand 13 feet tall and weigh upward of 1,500 pounds.
NE Large (div, , )
Init +9; Senses 60 ft., ; Perception +22
DEFENSE
AC 32, touch 14, flat-footed 27 (+5 Dex, +18 natural, –1 size)
hp 202 (15d10+120)
Fort +13, Ref +16, Will +15
10/cold iron and good; fire, poison; acid 10, electricity 10; 25
OFFENSE
Speed 40 ft.
Melee +1 falchion +23/+18/+13 (2d6+11/15–20) or 2 claws +21 (1d6+7)
Space 10 ft.; Reach 10 ft.
Special Attacks rain of debris
(CL 15th; concentration +21)
At will—comprehend languages, deeper darkness, greater teleport (self plus 50 lbs. of objects only), nondetection, speak with dead (DC 19)
3/day—blindness/deafness (DC 18), fly, ice storm, invisibility, mirror image, scorching ray, touch of idiocy, true strike
1/day—animate dead, baleful polymorph (DC 21), bestow curse (DC 20), break enchantment, create undead, disintegrate (DC 22), enervation, fireball (DC 19), hold monster (DC 21), (level 4, 1 ghawwas or 1 shira 40%), true seeing
STATISTICS
Str 25, Dex 20, Con 27, Int 19, Wis 19, Cha 22
Base Atk +15; +23; CMD 38
Feats Cleave, Combat Reflexes, Deflect Arrows, Improved Critical (falchion), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (falchion)
Skills Bluff +24, Fly +15, Intimidate +24, Knowledge (arcana) +19, Knowledge (planes) +22, Knowledge (religion) +15, Perception +22, Sense Motive +20, Spellcraft +22, Stealth +19, Use Magic Device +24
Languages Abyssal, Celestial, Common, Draconic, Infernal; 100 ft.
SQ deflect rays
ECOLOGY
Environment any (Abaddon)
Organization solitary
Treasure standard (+1 falchion, other treasure)
SPECIAL ABILITIES
Deflect Rays (Su) Once per round as an immediate action, a sepid can use its Deflect Arrows feat to deflect a ray or a spell that uses a ranged touch attack.
Rain of Debris (Su) Three times per day as a standard action, a sepid can call forth a hail of stones, wood, metal, and similar debris. The debris rains down and pelts all creatures in a 10-foot-high, 40-foot-radius cylinder centered on the sepid, dealing 15d6 points of bludgeoning damage (Reflex DC 25 half). This attack does not harm the sepid, and counts as an evil attack for the purpose of damage reduction. The save DC is Constitution-based.
Akvan
Ornate armor covers this hulking creature, rocky protrusions jutting from its hide and fierce horns crowning its broad head.
Akvans number among the most physically powerful and openly destructive servants of Ahriman, directly carrying out his ancient plans for oblivion. Their twisted minds bend toward desolation, ruin, and blasphemy, and their hatred of the gods of creation and beings renowned for inspiring art and wonder knows few equals. Whereas most divs turn their cruelty and vengefulness exclusively upon mortals, akvans broaden the scope of their hatred to encompass geniekind as well. Akvans seek out wonders to destroy—monuments from lost ages that have long inspired awe and pride or beings and establishments said to be invincible. While divs typically spread their taint through more subtle ways, akvans target symbols for destruction, bringing down not just stone and mortar but hopes and dreams. Additionally, these masters of destruction promote the creation of new horrors, transforming their most hated victims, genies, into nightmares known as ghuls. Thus, an akvan’s evil does not end with its victim’s death, as slain genies arise from the battlefield—or are belched up from an akvan’s gullet—as blasphemous undead servants. These undead minions serve their terrifying master and, over the ages, gather around it as an army of profane slaves. Hatred and hunger for genies and those allied with them constitute the racial compulsion to which all akvans bow. These divs always go out of their way to hunt, destroy, and consume any genie they encounter. While wise enough to not waste their lives in combat against foes obviously more powerful then they, akvans seek to bring low any such opponents, if not by brute strength, then by guile. Akvans stand approximately 40 feet tall and weigh over 30,000 pounds.
AKVAN PRINCES
As akvans go through existence slaying mortals and genies, many gravitate toward one of the races of geniekind, targeting members of that race with particular passion. Over ages of service, akvans who prove especially lethal in slaughtering genies garner the attention of Ahriman, who blesses such divs with increased power, transforming them into akvan princes. Each akvan prince dedicates itself to extinguishing a particular type of genie and gains special abilities with which to slaughter genies of that type. An akvan prince gains an additional 4–8 Hit Dice, a +4 bonus to three ability scores, and has a CR of 22– 24. The akvan prince also gains one of the following sets of abilities, depending on what type of genies it hunts.
Crumbling Earth: A shaitan-hunting akvan prince shatters the strongest stone. It gains the stone glide ability, tremorsense 100 feet, and a burrow speed of 100 feet, and its natural attacks are treated as adamantine for the purposes of overcoming damage reduction. It also gains the following spell-like abilities:
3/day—quickened stone shape, transmute mud to rock, transmute rock to mud, wish.
Dying Ember: An efreet-hating akvan prince holds dominion over flame. It gains an efreeti’s heat special attack (1d6 when struck, 6d6 when grappling or grappled) and the following spell-like abilities:
At will—quickened quench, scorching ray, wall of fire;
3/day—wish.
Gasping Wind: A djinn-hunting akvan prince gains power over the wind. It gains resist electricity 30 and the whirlwind ability, its fly speed increases to 120 feet (perfect maneuverability), and it gains the following spell-like abilities: At will—invisibility;
3/day—gaseous form, wish.
Thirsty Sea: A marid-slaying akvan prince controls and poisons water. It gains a swim speed of 100 feet, a marid’s water’s fury special attack (8d6 points of damage, blinds and stuns for 1d6 rounds), and the following spell-like abilities: Constant—water breathing, water walk;
At will— quickened control water;
3/day—horrid wilting, wish
Unbalanced Soul: A jann-killing akvan prince spreads failure and defeat. It gains resist acid, cold, and electricity 20, and the following spell-like abilities:
At will—ethereal jaunt, invisibility;
3/day—insanity, mage’s disjunction, wis
NE Gargantuan (div, , )
Init +12; Senses 60 ft., , true seeing; Perception +34
Aura hopelessness (30 ft., DC 30)
DEFENSE
AC 38, touch 10, flat-footed 34 (+13 armor, +4 Dex, +15 natural, –4 size)
hp 372 (24d10+240)
Fort +18, Ref +22, Will +21
15/cold iron and good; fire, poison; acid 10, electricity 10; 31
OFFENSE
Speed 50 ft., 120 ft. (good)
Melee bite +32 (2d8+12/19–20 plus ), 2 claws +32 (2d6+12), tail slap +30 (2d10+6)
Space 20 ft.; Reach 20 ft. (25 ft. with tail)
Special Attacks create ghul, (2 claws, 2d6+18), shake faith, (6d6+18 plus 4d6 energy damage, AC 25, 37 hp), torturous gullet, (2d8+18, DC 34)
(CL 20th; concentration +28)
Constant—true seeing
At will—align weapon, detect magic, greater teleport (self plus armor and 50 lbs. of objects only), magic circle against good, telekinesis (DC 23)
3/day—blasphemy (DC 25), disintegrate (DC 24), dispel magic, forcecage (DC 25), protection from energy
1/day—geas/quest, plane shift, summon (level 6, 1d2 sepids 100%)
STATISTICS
Str 35, Dex 26, Con 30, Int 19, Wis 24, Cha 27
Base Atk +24; +40 (+42 bull rush); CMD 58 (60 vs. bull rush)
Feats Awesome Blow, Cleave, Combat Reflexes, Critical Focus, Great Cleave, Improved Bull Rush, Improved Initiative, Improved Critical (bite), Multiattack, Power Attack, Staggering Critical, Stunning Critical
Skills Acrobatics +28 (+36 when jumping), Bluff +43, Diplomacy +31, Fly +27, Intimidate +31, Knowledge (arcana) +31, Knowledge (planes) +31, Knowledge (religion) +19, Perception +34, Sense Motive +30, Spellcraft +19, Use Magic Device +23
Racial Modifiers +8 Bluff
Languages Abyssal, Celestial, Common, Draconic, Infernal; 100 ft.
SQ armor training 4
ECOLOGY
Environment any (Abaddon)
Organization solitary
Treasure standard (+5 half-plate, other treasure)
SPECIAL ABILITIES
Armor Training (Ex) An akvan is created wearing armor, and is naturally experienced in its use. An akvan possesses the armor training ability of a 15th-level fighter.
Aura of Hopelessness (Su) All creatures except divs within 30 feet of an akvan must make a successful DC 30 Will save or take a –4 penalty on attack rolls, saving throws, skill checks, and ability checks. This is a mind-affecting effect. The save DC is Charisma-based.
Create Ghul (Su) Any genie that is slain by an akvan becomes a ghul in 1d4 rounds. Such ghuls are under the command of the akvan that created them and remain enslaved until it dies, at which point they become freewilled ghuls. They do not possess any of the abilities they had in life.
Shake Faith (Su) Anytime an akvan strikes a divine spellcaster with any of its melee attacks, the target must make a DC 30 Will save or be shaken for 1d4 rounds. If the save is successful, the target is instead shaken for 1 round. The save DC is Charisma-based.
Torturous Gullet (Su) As hunters of otherworldly beings, akvans are uniquely drawn to digest creatures with a variety of resistances. In addition to the damage dealt by crushing internal organs, creatures swallowed by an akvan take 4d6 points of acid, cold, electricity, or fire damage per round. The akvan chooses what type of energy damage those in its stomach will take every round, and may change this from round to round. Additionally, an akvan’s stomach is thickly armored, allowing it to benefit from its entire natural armor bonus instead of merely half.