Tripurasura

This tiny monstrosity has the body of a well-muscled man, a crown of frilled horns, and eyes that glow like rubies.

Tripurasuras, or sly ones, are among the weakest asuras, manifestations not of divine mistakes but instead creations of the most powerful of asuras exhibiting their loathing of the gods by creating blasphemous mockeries of their creations. A newly created tripurasura most commonly exists for one of two reasons: to give an asurendra sage the raw materials it needs to create more powerful asuras, or to seek out mortals—especially mortal spellcasters—to recruit into the asura cause. Using its power to assume a pleasing or innocuous form, a tripurasura wanders the world, seeking pious mortals to corrupt. When it encounters a promising spellcaster (typically one who has some sort of link to a church or religion, but not necessarily a divine spellcaster), the tripurasura presents itself as an apprentice, pilgrim, or other type of curious student eager to learn from the spellcaster. The tripurasura keeps its true nature and its powers hidden, and seeks opportunities to steer its “master” away from decisions it might have made in good conscience to acts that promote the collapse of religious belief, faith, and society. When, as it inevitably does, the wayward spellcaster runs afoul of justice or is confronted by those seeking revenge, the tripurasura fades away to watch the final stage of the spellcaster’s fall from grace, then seeks a new victim in another city or region. Some spellcasters, on the other hand, actually seek out these tiny fiends to employ as familiars. A tripurasura greatly values these opportunities, since it need not abandon its master once its work is done and can continue to spread its agenda for as long as its master survives. A spellcaster must be lawful evil, at least 7th level, and have the Improved Familiar feat to gain a tripurasura as a familiar.

CR 2 XP 600
LE
Tiny outsider (asura, evil, extraplanar, lawful)
Init +2; Senses darkvision 60 ft., detect magic; Perception +10
DEFENSE
AC
16, touch 16, flat-footed 13 (+2 Dex, +1 dodge, +1 insight, +2 size)
hp 19 (3d10+3); fast healing 2
Fort +4, Ref +3, Will +5; +2 vs. enchantments
DR 5/cold iron or good; Immune curse effects, disease, poison; Resist acid 10, electricity 10
OFFENSE
Speed
20 ft.
Melee sting +7 (1d4–1 plus poison)
Spell-Like Abilities (CL 6th; concentration +7)
Constant—detect magic
At will—feather fall
3/day—levitate, locate object, spider climb
1/week—commune (6 questions, CL 12th)
STATISTICS
Str
8, Dex 14, Con 12, Int 13, Wis 15, Cha 13
Base Atk +3; CMB +3; CMD 14
Feats Dodge, Weapon Finesse
Skills Acrobatics +8 (+4 when jumping), Appraise +4, Bluff +7, Escape Artist +8, Knowledge (arcana) +4, Knowledge (planes) +7, Perception +10, Perform (dance) +5, Spellcraft +4, Stealth +14
Racial Modifiers +6 Escape Artist, +4 Perception
Languages Common, Infernal
SQ change shape (any Small humanoid; alter self), elusive
ECOLOGY
Environment
any (Hell)
Organization solitary, pair, or gang (3–10)
Treasure standard
SPECIAL ABILITIES
Change Shape (Su)
The tripurasura has only one alternative form—when it uses change shape, it always appears as the same Small humanoid. Most take the form of gnomes or human children.
Elusive (Su) The tripurasura and items it carries are considered to be under the effects of a nondetection spell. A caster must succeed at a DC 14 caster level check to overcome this effect.
Poison (Ex) Tongue—injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1d2 Wis damage; cure 1 save.
 

Hell Hound

This creature resembles a thin, lanky wolf with reddish-brown fur, white claws, and burning, fiery red eyes.

A typical hell hound stands 4–5 feet tall at the shoulder and weighs 120 pounds. Efficient hunters, a favorite pack tactic is to surround prey quietly, then attack with one or two hounds, driving prey toward the rest of the pack with their fiery breath. If the prey doesn’t run, the pack closes in. Hell hounds track fleeing creatures relentlessly. Hell hounds are particularly favored by fire giants, as the creatures are immune to fire and share the fire giant’s sense of cruelty when it comes to handling intruders. Only when a fire giant goes too far toward treating a relatively intelligent hell hound like a pet do such alliances begin to falter.

CR 3 XP 800
LE
Medium outsider (evil, extraplanar, fire, lawful)
Init +5; Senses darkvision 60 ft., scent; Perception +7
DEFENSE
AC
16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 30 (4d10+8)
Fort +6, Ref +5, Will +1
Immune fire
Weaknesses vulnerability to cold
OFFENSE
Speed
40 ft.
Melee bite +5 (1d8+1 plus 1d6 fire)
Special Attacks breath weapon (10-ft. cone, once every 2d4 rounds, 2d6 fire damage, Reflex DC 14 for half )
STATISTICS
Str
13, Dex 13, Con 15, Int 6, Wis 10, Cha 6
Base Atk +4; CMB +5; CMD 16 (20 vs. trip)
Feats Improved Initiative, Run
Skills Acrobatics +8, Perception +7, Stealth +13, Survival +7
Racial Modifiers +5 Stealth
Languages Infernal (cannot speak)
ECOLOGY
Environment
any (Hell)
Organization solitary, pair, or pack (3–12)
Treasure incidental
 

Barghest

This snarling, canine beast pads forward on all fours, its slender front limbs looking more like hands than a wolf’s paws.

Said to be fiendish relations of all goblinoid races, the hateful barghests come to the Material Plane to feed. As they consume the bodies of innocents, they grow increasingly powerful. A barghest eventually sheds its skin to transform into a greater barghest, at which point it often seeks out a tribe of goblins or other creatures to rule.

CR 4 XP 1,200
LE
Medium outsider (evil, extraplanar, lawful, shapechanger)
Init +6; Senses darkvision 60 ft., scent; Perception +11
DEFENSE
AC
17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 45 (6d10+12)
Fort +6, Ref +7, Will +7
DR 5/magic
OFFENSE
Speed
30 ft.
Melee bite +10 (1d6+4), 2 claws +10 (1d4+4)
Special Attacks feed
Spell-Like Abilities (CL 6th)
At will—blink, levitate, misdirection
1/day—charm monster
(DC 16), crushing despair (DC 16), dimension door
STATISTICS
Str 19, Dex 15, Con 15, Int 14, Wis 14, Cha 14
Base Atk +6; CMB +10; CMD 22 (24 vs. trip)
Feats Combat Reflexes, Improved Initiative, Great Fortitude
Skills Acrobatics +11, Bluff +11, Diplomacy +11, Intimidate +11, Perception +11, Sense Motive +11, Stealth +11, Survival +11
Languages Common, Goblin, Infernal
SQ change shape (goblin or wolf, polymorph)
ECOLOGY
Environment
any
Organization solitary or cult (1 plus goblin tribe)
Treasure standard
SPECIAL ABILITIES
Feed (Su)
Once per month, a barghest can devour a nonevil humanoid’s corpse as a full-round action to gain a growth point. It gains a bonus equal to its growth point total on attack rolls, CMB rolls, saving throws, and skill checks. Its maximum hit points increase by 5 for each growth point it gains. For every 2 growth points, a barghest’s caster level for its spell-like abilities and its CR increase by +1. When a barghest reaches 4 growth points, it sheds its skin and becomes a greater barghest, losing all of its growth points (and bonuses) but gaining the stats presented on this page for a greater barghest.
GREATER BARGHEST
CR 7 XP 3,200
LE
Large outsider (evil, extraplanar, lawful, shapechanger)
Init +6; Senses darkvision 60 ft., scent; Perception +16
DEFENSE
AC
20, touch 11, flat-footed 18 (+2 Dex, +9 natural, –1 size)
hp 85 (9d10+36)
Fort +9, Ref +10, Will +10
DR 10/magic
OFFENSE
Speed
40 ft.
Melee bite +14 (1d8+6), 2 claws +14 (1d6+6)
Spell-Like Abilities (CL 9th)
At will—blink, invisibility sphere, levitate, misdirection
1/day—charm monster
(DC 18), crushing despair (DC 18), dimension door, mass bull’s strength, mass enlarge
STATISTICS
Str 23, Dex 15, Con 19, Int 18, Wis 18, Cha 18
Base Atk +9; CMB +16; CMD 28 (32 vs. trip)
Feats Combat Casting, Combat Reflexes, Improved Initiative, Great Fortitude, Lightning Reflexes
Skills Acrobatics +14, Bluff +16, Climb +15, Diplomacy +16, Intimidate +16, Perception +16, Sense Motive +16, Stealth +10, Survival +16, Swim +15
Languages Common, Goblin, Infernal
SQ change shape (goblin or wolf, polymorph)
 

Achaierai

This bird-like beast is mostly head, lunging forward on four scaly legs. Wisps of noxious black vapor trail from its hooked beak.

An achaierai is a predator and scavenger of the lower planes that looks like a 15-foot-tall flightless bird, though its head and body are fused into one large unit, with four legs and atrophied wings. The thick, oily plumage covering its body all but conceals these tiny wings. An adult achaierai weighs roughly 750 pounds. Though not devils themselves, achaierais live and hunt on the scorched and blasted plains of Hell, where they make excellent use of their long, stilt-like legs in running down any lost souls or lesser devils who stumble into their feeding grounds. Once it has closed with its target, an achaierai attacks with its two front legs, punching or slashing, as well as biting with its powerful beak. Far smarter than their animalistic form might suggest, achaierais prefer to hunt in shrieking packs and use their prey’s confusion and their own reach to their advantage, circling their quarry and darting in to attack as soon as the victim becomes distracted, then retreating again before the prey has a chance to retaliate. They have been known to wander through battlefields in the lower planes, picking over dying and regenerating creatures and souls, which has earned them the nickname “Hell’s vultures.” As achaierais are immune to the toxic clouds of others of their kind, they often work in conjunction to use these clouds to herd or scatter enemies, form long lines of black clouds to protect their retreat, or merely panic opponents in large melees. Achaierais are fond of disemboweling their targets and feasting on the hot entrails while their mortally wounded prey screams itself to death. Of course, as outsiders, achaierais have no need to eat, and their elaborate hunting routines are simply the bird-beasts’ sick form of entertainment.

CR 5 XP 1,600
LE
Large outsider (evil, extraplanar, lawful)
Init +1; Senses darkvision 60 ft.; Perception +12
DEFENSE
AC
20, touch 11, flat-footed 18 (+1 Dex, +1 dodge, +9 natural, –1 size)
hp 52 (7d10+14)
Fort +7, Ref +6, Will +4
SR 20
OFFENSE
Speed
50 ft.
Melee bite +10 (2d6+4), 2 claws +10 (1d6+4)
Space 10 ft.; Reach 10 ft. with claw
Special Attacks black cloud
STATISTICS
Str
19, Dex 13, Con 14, Int 11, Wis 14, Cha 16
Base Atk +7; CMB +12; CMD 24 (28 vs. trip)
Feats Combat Reflexes, Dodge, Mobility, Spring Attack
Skills Acrobatics +11 (+19 jump), Climb +14, Perception +12, Sense Motive +12, Stealth +7, Swim +14
Language Infernal
ECOLOGY
Environment
any land (Hell)
Organization solitary or flock (5–8)
Treasure standard
SPECIAL ABILITIES
Black Cloud (Su)
An achaierai can exhale a cloud of choking, toxic smoke three times per day. All creatures within 10 feet of the achaierai immediately take 2d6 points of damage as their flesh melts and rots away. The cloud erodes sanity as well as flesh, and anyone who takes damage from the black cloud must also make a DC 15 Fortitude save or become confused. Every round, the victim may attempt another DC 15 Fortitude save to recover from the confusion; otherwise it persists, lasting indefinitely until the condition is removed or the victim eventually makes her saving throw. The confusion element of a black cloud is a mind-affecting effect. The save DC is Constitution-based. This is a poison effect. Achaierais are immune to this ability.
 

Cerberi

Every strip of this three-headed hound’s hide has been peeled away, leaving wet sinew and bulging tendons exposed.

The mythical watchdogs of Hell, cerberi bear the bodies of terrible, powerful hounds combined with the essences of fiends. Relied upon by villains and frightful beings as guardians and jailers, these three-headed canine abominations possess far greater cunning than their flensed, bestial appearances would suggest—a terrible intellect they pour largely into malice and enjoyment of their victims’ tormented ends. Cerberi draw upon a legendary pedigree, all reputedly tracing their lineage to a single primordial evil beast said to still guard the foundations of some forsaken, deathly realm. Brethren to hell hounds, cerberi loathe their distant kin, viciously attacking such hellspawn if not kept at heel by a tyrannical master. In their natural infernal environments, cerberi might be found anywhere powerful fiends have need for guardians. Cerberi’s incredible ability to trap victims on planes and track the dead make them highly coveted servants across the multiverse. The hounds’ bestial appearances and love of slaughter often cause those who consider themselves cerberi owners to forget the deviousness of their allies, a development that often ends poorly, if not bloodily, for the unwary and the weak. Outside of the devil-tamed reaches of Hell and other foul extraplanar wildernesses, small groups of cerberi gather in harsh, packlike communities. Typically dominated by the strongest or wiliest member, such packs form swift and deadly throngs, stalking trespassers upon their vast hunting grounds and doggedly pursuing any scent of lost souls. Although cerberi gain no sustenance from attacking the dead, all gain a vicious satisfaction at the feeling of an immortal essence discorporating forever within their deadly jaws, as befits their infernal nature. A typical cerberi stands a broad 4 feet tall and weighs over 200 pounds.

CR 6 XP 2,400
LE
Medium outsider (evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., soul scent; Perception +15
DEFENSE
AC
18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 76 (8d10+32)
Fort +10, Ref +8, Will +4
OFFENSE
Speed
40 ft.
Melee 3 bites +11 (1d6+3 plus cerberus’s jaws)
Special Attacks rend (2 bites, 1d6+4 or 3 bites, 1d6+8)
STATISTICS
Str
16, Dex 14, Con 19, Int 6, Wis 15, Cha 9
Base Atk +8; CMB +11; CMD 23 (27 vs. trip)
Feats Alertness, Combat Reflexes, Improved Initiative, Stand Still
Skills Acrobatics +13 (+17 when jumping), Perception +15, Sense Motive +4, Stealth +13, Survival +10 (+14 when tracking undead)
Racial Modifiers +4 Survival when tracking undead
Languages Infernal (cannot speak)
ECOLOGY
Environment
any (Hell)
Organization solitary, pair, or pack (3–9)
Treasure standard
SPECIAL ABILITIES
Cerberus’s Jaws (Su)
Curse—bite; save Fort DC 18; effect dimensional anchoring. A creature affected by this curse cannot utilize extradimensional travel such as teleport, as if it were under the effect of a dimensional anchor spell. The save DC is Constitution-based.
Soul Scent (Su) This ability functions as the scent ability, save that it also grants the cerberi a +4 racial bonus on Survival checks made to track undead. This ability even allows a cerberi to track the passage of an incorporeal creature.
 

Adhukait

A pair of spiked fiends, interwoven through bodily cavities and impaling limbs, spin in a dance with their twin curved knives.

Known also as the twinned ones, adhukaits are warrior asuras, specialized at quick raids designed for theft, assassination, or kidnapping. An adhukait is adept at infiltration and escape. In killing, the fiend is brutally efficient unless it wishes to prolong pain to demoralize or enrage its enemies. Although an adhukait appears to be two connected creatures, it is one entity with two minds. The creature’s personality and purpose is as unified as its bizarre form. An adhukait is 6 feet tall. It weighs 330 pounds. Adhukaits prefer desolate spots as lairs, especially those that recall past terror or sorrow. In such dens, they keep trophies from their engagements as focuses for meditation and objects of study. Adhukaits also keep treasures stolen from temples and holy places. While at rest, adhukaits remain near any ill-gotten items to ensure no meddling magician can locate the lost objects. Legend holds that the first adhukaits emerged from the shattered remains of two godlike brigands. These burglars, their names long since lost to history, attempted to raid a celestial hall. The resident deity and his or her servants slew the thieves, crushed their bodies together into one, and hurled their remains to the earth. As their crumbling, entwined bodies struck the world, they caused terrible earthquakes and tsunamis that slew thousands of innocents—including many worshipers of the headstrong deity who accidentally caused the devastation. The first adhukaits grew from the shattered, mingled remains of these brigands, rising from the blasted crater to serve the asuras as elite soldiers.

CR 7 XP 3,200
LE
Medium outsider (asura, evil, extraplanar, lawful)
Init +3; Senses all-around vision, darkvision 60 ft.; Perception +19
Aura elusive (30 ft.)
DEFENSE
AC
20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, +6 natural)
hp 76 (9d10+27); regeneration 5 (good weapons, good spells)
Fort +6, Ref +11, Will +9; dual mind, +2 vs. enchantments
DR 5/good; Immune curse effects, disease, flanking, poison; Resist acid 10, electricity 10; SR 18
OFFENSE
Speed
40 ft.
Melee 2 mwk kukris +15/+10 (1d4+5/18–20), 2 claws +9 (1d4+2)
Special Attacks dance of disaster
Spell-Like Abilities (CL 6th; concentration +9)
At will—feather fall, greater teleport (self plus 50 lbs. of objects only), spider climb
3/day—blink, blur, mirror image, spike growth
1/day—summon (level 4, 1 adhukait 35%)
STATISTICS
Str
20, Dex 17, Con 17, Int 13, Wis 16, Cha 16
Base Atk +9; CMB +14; CMD 28
Feats Combat Reflexes, Dodge, Lightning Reflexes, Mobility, Nimble Moves
Skills Acrobatics +15 (+19 when jumping), Bluff +15, Escape Artist +21, Intimidate +11, Knowledge (planes) +9, Perception +19, Perform (dance) +14, Stealth +15
Racial Modifiers +6 Escape Artist, +4 Perception
Languages Common, Infernal; telepathy 100 ft.
ECOLOGY
Environment
any (Hell)
Organization solitary, pair, or band (3–12)
Treasure standard (2 masterwork kukris, other treasure)
SPECIAL ABILITIES
Dance of Disaster (Su)
Whenever an adhukait hits with a melee attack during a full-attack action, it can move 10 feet before making its next attack. The adhukait’s normal speed does not limit this movement—it can move 10 feet after any successful hit among its four attacks, as long as it has another attack to make.
Dual Mind (Su) An adhukait is a single creature with two distinct minds, so it can attempt two saving throws against mind-affecting effects. If either saving throw succeeds, the mind-affecting effect fails to affect the adhukait.
 

Hellcat

This eerie beast appears to be the animated skeleton of a huge fanged cat, its bones glowing with fire and seething with smoke.

The hellcat is a devious predator native to the fiery pits of Hell. While the hellcat is not a devil itself, it often acts as a guardian or mount for devils. Some might assume that hellcats serve devils as pets, but since hellcats are as intelligent as humans, they take offense to the idea that they might be anyone’s pet. On its own, a hellcat prefers to spend its time hunting and stalking prey. While the hellcat, as an outsider, need not eat to survive, it does enjoy eating for pleasure, often leaving significant portions of its kills behind for others to find. A hellcat that enters into an alliance with a devil is often used as a sort of hunter as a result. Human mortals can use spells like planar ally or planar binding to conjure hellcats for similar purposes. Those who do so are well advised to treat the hellcat with respect, for should any master prove too haughty with his hellcat or treat it as a dumb animal, the hellcat nurtures a lasting grudge. In such instances, the hellcat goes to great lengths to plan and coordinate revenge on the spellcaster, hoping to satisfy its own pride and to provide a lesson and example to all those who would deal with their kind. Though incapable of speech themselves, hellcats understand the Infernal tongue of their home plane, and can communicate by telepathy with any creature capable of speech. Hellcats are quick to retreat if they are clearly overmatched or up against foes they cannot reach, but they never forget prey that escapes them, and will often track potential victims and try to lead allies (including other hellcats) to them in order to make coordinated attacks or ambushes. The hellcat is only clearly visible in dim light, at these times appearing as a skeletal dire tiger with hellish flames burning and flickering along the surface of its bones. Despite this eerie appearance, the hellcat is neither undead nor an elemental creature. The “fires” are actually its blood coursing through transparent flesh. In bright light, the hellcat’s entire body fades away into obscurity, while in darkness its glowing blood is muted. Hellcats are as large as tigers, measuring 9 feet long and weighing 900 pounds.

CR 7 XP 3,200
LE
Large outsider (evil, extraplanar, lawful)
Init +9; Senses darkvision 60 ft., scent; Perception +18
DEFENSE
AC
21, touch 15, flat-footed 15 (+5 Dex, +1 dodge, +6 natural, –1 size)
hp 85 (9d10+36)
Fort +10, Ref +13, Will +5
Defensive Abilities invisible in light; DR 5/good; Resist fire 10; SR 18
OFFENSE
Speed
40 ft.
Melee bite +13 (1d8+5), 2 claws +13 (1d6+5/19–20 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +13, 1d6+5/19–20)
STATISTICS
Str
21, Dex 21, Con 19, Int 10, Wis 14, Cha 10
Base Atk +9; CMB +15 (+19 grapple); CMD 31 (35 vs. trip)
Feats Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility
Skills Acrobatics +17 (+21 jump), Climb +17, Perception +18, Stealth +17, Survival +14, Swim +17
Racial Modifiers +4 Perception, +4 Stealth
Languages Infernal (can’t speak); telepathy 100 ft.
ECOLOGY
Environment
any land (Hell)
Organization solitary, pair, or pack (3–8)
Treasure standard
SPECIAL ABILITIES
Invisible in Light (Su)
In bright light, a hellcat has natural invisibility. In normal light, a hellcat has partial concealment (20% miss chance). In dim light, it has no concealment. In darkness, a hellcat’s flickering glow limits it to partial concealment, unless the darkness is magical in nature.
 

Hellwasp Swarm

This hideous, buzzing cloud of insects is comprised of black and yellow wasps with hungry red eyes.

Even Hell’s fiendish inhabitants know to stay clear of the maddening buzz of hellwasp swarms. While individual hellwasps are mindless, when swarmed together they gain a hive mind that torments the living and the dead alike. Sages and diabolists argue as to why this happens, but a favored explanation is that all hellwasps contain the dispersed soul of some greater devil, scattered and imprisoned by his rivals for infractions lost to mortal knowledge. Though intelligent, these swarms are often difficult to understand and reason with. A hellwasp swarm can speak in a fashion with its myriad droning wings. The chatter is often little more than repetitive mantras of insults and the voicing of the twisted and base desires of the swarm. A hellwasp swarm has little use for reason, diplomacy, or discourse in other circumstances, for its desires are as savage as its home plane.

CR 8 XP 4,800 each
LE
Diminutive vermin (extraplanar, swarm)
Init +10; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC
21, touch 21, flat-footed 14 (+6 Dex, +1 dodge, +4 size)
hp 90 (12d8+36)
Fort +10, Ref +10, Will +7
DR 10/good; Immune swarm traits, weapon damage; Resist fire 10
OFFENSE
Speed
5 ft., fly 40 ft. (good)
Melee swarm (3d6 plus distraction and poison)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 18), inhabit
STATISTICS
Str
1, Dex 22, Con 14, Int 6, Wis 13, Cha 9
Base Atk +9; CMB —; CMD
Feats Ability Focus (poison), Dodge, Improved Initiative, Iron Will, Skill Focus (Perception), Toughness
Skills Fly +25, Perception +4, Stealth +24
Languages Infernal
ECOLOGY
Environment
any (Hell)
Organization solitary, pair, or infestation (3–6)
Treasure incidental
SPECIAL ABILITIES
Inhabit (Ex)
A hellwasp swarm can enter the body of a helpless or dead creature by crawling into its mouth and other orifices. Inhabiting a body requires 1 minute, and the victim must be Small, Medium, or Large. The swarm can abandon the body at any time as a full-round action. Any attack against the host deals half damage to the hellwasp swarm as well, although the swarm’s DR, resistances, and immunities may negate some or all of this damage. When a hellwasp swarm inhabits a dead body, it effectively transforms the corpse into a zombie of the appropriate size under the swarm’s control. If a hellwasp swarm inhabits a living victim, it can neutralize the effects of its own poison and control the victim’s movement and actions as if using dominate monster. Hellwasps quickly consume a living victim, dealing 2d4 points of Constitution damage per hour. A hellwasp-inhabited creature is easy to spot, since its skin crawls with the forms of the insects inside. A swarm can attempt a Disguise check to conceal its inhabitation of a host, with a –4 penalty if currently inhabiting a Small host. A remove disease or heal spell cast on an inhabited victim forces the hellwasp swarm to abandon its host.
Poison (Ex) Swarm—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d6 Dex; cure 2 consecutive saves.
 

Upasunda

This six-armed woman has three fanged faces on her head. She wears colorful robes, and her hands wield several exotic weapons.

Upasundas, also called beatific ones, are asuras who devote themselves to martial meditations and physical perfection. Upasundas seek monklike poise and skill, and through it, the ability to deal flawless destruction wherever they go. Their nickname suggests purity, and indeed, each beatific one is an expression of asura purity through devotion to the ideal of annihilation. It is believed that the first upasundas were created from the jealous followers of a man who achieved divinity through his own force of will. Those of his followers who felt abandoned when this new deity ascended to the Great Beyond sought other ways to achieve immortality, and fell pray to one of the asura ranas, who granted them their desire by transforming them into beatific ones. Upasundas never surrender to foes in combat and rarely flee from battle. They hope to increase in skill and wisdom or to die in battle. On either path lies evolution toward a greater understanding of destruction in its countless forms. An upasunda is 7 feet tall and weighs 240 pounds.

CR 9 XP 6,400
LE
Medium outsider (asura, evil, extraplanar, lawful)
Init +7; Senses all-around vision, darkvision 60 ft.; Perception +23
Aura elusive (50 ft.)
DEFENSE
AC
24, touch 21, flat-footed 16 (+7 Dex, +1 dodge, +3 insight, +3 natural)
hp 114 (12d10+48); regeneration 5 (good weapons, good spells)
Fort +12, Ref +11, Will +15
Defensive Abilities improved evasion; DR 10/good; Immune curse effects, disease, flanking, poison; Resist acid 10, electricity 10; SR 20
OFFENSE
Speed
50 ft.
Melee mwk longsword +19/+14/+9 (1d8+6/19–20), mwk spear +19 (1d8+9/x3), mwk kukri +19 (1d4+6/18–20), 2 slams +13 (1d4+3) or 6 slams +18 (1d4+6)
Special Attacks infused weapons, multiweapon mastery
Spell-Like Abilities (CL 9th; concentration +13)
At will—disguise self, greater teleport (self plus 50 lbs. of objects only), feather fall, see invisibility, spider climb
3/day—deeper darkness, levitate, rainbow pattern (DC 18)
1/day—haste, hold monster (DC 19), summon (level 4, 2 adhukaits 45% or 1 upasunda 20%)
STATISTICS
Str
22, Dex 24, Con 19, Int 15, Wis 24, Cha 19
Base Atk +12; CMB +18 (+20 grapple); CMD 39 (41 vs. grapple)
Feats Cleave, Combat Reflexes, Deflect Arrows, Dodge, Great Cleave, Improved Grapple, Mobility, Power Attack, Spring Attack
Skills Acrobatics +19 (+27 when jumping), Bluff +16, Diplomacy +13, Escape Artist +25, Intimidate +16, Knowledge (arcana) +8, Knowledge (planes) +14, Perception +23, Perform (dance) +16, Sense Motive +19, Stealth +19
Racial Modifiers +6 Escape Artist, +4 Perception
Languages Common, Infernal; telepathy 100 ft.
ECOLOGY
Environment
any (Hell)
Organization solitary, pair, or squad (3–6)
Treasure standard (weapons listed above plus other treasure)
SPECIAL ABILITIES
Infused Weapons (Su)
In addition to being evil and lawful, weapons an upasunda wields are considered to be magic for the purposes of overcoming damage reduction.
Multiweapon Mastery (Ex) An upasunda takes no penalties when fighting with multiple weapons.
 

Nessian Warhound

This creature resembles a powerfully built wolf the size of a large draft horse, with ebony fur and burning, fiery red eyes.

Asmodeus, the Prince of Darkness, keeps vast kennels of these brutal warhounds beneath his palace in Nessus. All are fitted with shirts of fire-scorched barding, and the loyal beasts obey their master perfectly. Nessian warhounds are tireless and relentless trackers, pursuing enemies of Asmodeus to the far corners of Hell and beyond. Once Asmodeus sets them to a task, they do not quit until either the task is complete or they are dead. They are fearsome, snarling horrors in combat.

CR 9 XP 6,400
LE
Large outsider (evil, extraplanar, fire, lawful)
Init +6; Senses darkvision 60 ft., scent; Perception +12
DEFENSE
AC
24, touch 11, flat-footed 22 (+6 armor, +2 Dex, +7 natural, –1 size)
hp 126 (12d10+60)
Fort +13, Ref +10, Will +5
Immune fire
Weaknesses vulnerability to cold
OFFENSE
Speed
40 ft.
Melee bite +20 (2d6+12/19–20 plus 2d6 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (30-ft. cone, once every 1d4 rounds, 10d6 fire damage, Reflex DC 21 half )
STATISTICS
Str
27, Dex 15, Con 21, Int 4, Wis 12, Cha 6
Base Atk +12; CMB +21; CMD 33 (37 vs. trip)
Feats Alertness, Improved Critical (bite), Improved Initiative, Skill Focus (Stealth, Survival), Weapon Focus (bite)
Skills Acrobatics +16, Perception +12, Stealth +21, Survival +18
Racial Modifiers +5 Stealth
Languages Infernal
ECOLOGY
Environment
any (Hell)
Organization solitary, pair, or pack (3–6)
Treasure standard (+2 chain shirt barding)
 

Aghasura

This immense creature looks like a horned rattlesnake, save for its two muscular arms, each of which wields a scimitar.

Aghasuras, or the poison ones, are massive fiends who have perfected the art of ambush and hold to duties of guardianship and butchery. It is said that these frightful ophidian monsters came into being when a deity granted free will to her favorite serpent pets, but when these pets were left to their own devices, they slipped into the deity’s favored temple and slew all of her greatest priests. The serpents who survived the deity’s wrath became the first aghasuras. An aghasura is 30 feet long and weighs nearly 7 tons.

CR 11 XP 12,800
LE
Huge outsider (asura, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., scent; Perception +19
Aura attraction (50 ft.), elusive (75 ft.)
DEFENSE
AC
23, touch 11, flat-footed 20 (+6 armor, +3 Dex, +6 natural, –2 size)
hp 161 (14d10+84); regeneration 5 (good weapons, good spells)
Fort +15, Ref +9, Will +11; +2 vs. enchantment spells
DR 10/good; Immune curse effects, disease, poison; Resist acid 10, electricity 10; SR 22
OFFENSE
Speed
50 ft., swim 30 ft. (35 ft., swim 20 ft. in armor)
Melee mwk scimitar +26/+21/+16 (2d6+12/15–20 plus poison), mwk scimitar +26 (2d6+12/15–20 plus poison), bite +19 (2d8+6 plus grab and poison)
Space 15 ft.; Reach 15 ft.
Special Attacks dual wielder, infused weapons, swallow whole (2d6+12 acid damage, AC 13, 16 hp)
Spell-Like Abilities (CL 11th; concentration +15)
At will—greater teleport (self plus 50 lbs. of objects only)
3/day—deeper darkness
1/day—cloudkill (DC 19), summon (level 4, 1d4+1 adhukaits, 45%, or 1 aghasura, 20%)
STATISTICS
Str
34, Dex 17, Con 23, Int 11, Wis 14, Cha 18
Base Atk +14; CMB +28 (+32 grapple); CMD 41 (can’t be tripped)
Feats Cleave, Critical Focus, Great Cleave, Improved Critical (scimitar), Lightning Reflexes, Power Attack, Weapon Focus (scimitar)
Skills Acrobatics +17, Bluff +19, Escape Artist +6, Intimidate +17, Knowledge (planes) +13, Perception +19, Sense Motive +19, Stealth +9, Swim +17
Racial Modifiers +6 Escape Artist, +4 Perception
Languages Common, Infernal; telepathy 100 ft.
ECOLOGY
Environment
any (Hell)
Organization solitary or troop (2–9)
Treasure standard (masterwork breastplate, 2 masterwork scimitars, other treasure)
SPECIAL ABILITIES
Attraction Aura (Su)
An aghasura exudes a 50-foot aura whenever it remains motionless for at least 1 round. All nonevil creatures that enter this area must make a DC 21 Will save to avoid being compelled to move toward the aghasura’s location. If the aghasura moves, the effect ends for all currently affected creatures. This is a mind-affecting compulsion. The save DC is Charisma-based.
Dual Wielder (Ex) An aghasura does not take a penalty on attack or damage rolls when attacking with two weapons.
Infused Weapons (Su) Weapons an aghasura wields are considered to be magic for the purposes of overcoming damage reduction. In addition, such weapons gain the ability to deliver the aghasura’s poison on a successful attack.
Poison (Ex) Bite or weapon—injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 2 consecutive saves.
 

Infernal Dragon

Cruel horns frame this dragon’s head. Its body glows faintly with malicious heat.

Infernal dragons delight in recruiting large entourages of overly ambitious mortals who gladly debase themselves in exchange for influence.

FULL INTERACTIVE CODE COMING SOON

WYRMLINGVERY YOUNGYOUNGJUVENILEYOUNG ADULTADULTMATURE ADULTOLDVERY OLDANCIENTWYRMGREAT WYRM
LE
dragon
Init ; Senses dragon senses; Perception
DEFENSE
AC

hp
Fort , Ref , Will
Immune paralysis, poison, sleep
OFFENSE
Speed 40 ft., burrow 20 ft., climb 30 ft., fly
Melee
Space ft.; Reach
Special Attacks breath weapon
STATISTICS
Str , Dex , Con , Int , Wis , Cha
Base Atk ; CMB ; CMD
Feats
Skills
Languages
SQ
ECOLOGY
Environment

Organization solitary
Treasure triple
SPECIAL ABILITIES
 

Asurendra

This six-armed humanoid horror is garbed in golden armor and surrounded by a nimbus of floating, glowing weaponry.

With the notable exception of the unique asura ranas, asurendras are the mightiest of their kind. Although few asurendras possess anything resembling an extended realm, in Hell or elsewhere, these asuras are the “wise ones” of asura kind. Most dwell within shrinelike fortresses in which they can practice their ruinous mysticism and command lesser asuras who seek their teachings. To most asuras, an asurendra’s order is something akin to a deific edict. Each asurendra is a humanoid creature of immense proportions. Their exact appearance varies just as the appearances of humanoids vary, but all asurendras have six arms and multiple eyes and heads. An asurendra’s body is an example of physical perfection, athletically and gracefully built, but its face has monstrous or inhuman features, such as tusks or bizarrely placed features. Most asurendras are 19 feet tall and weigh 8,000 pounds. Few asurendras were born to their might—they achieve their power only over the course of countless lifetimes spent as lesser asuras. Throughout each incarnation, these tenacious asuras sought unity with some concept of destruction. Eventually, through dark meditation and vile action, the asuras ascended to a state of being united with some aspect of unmaking. They also gained power over their own being and slowly reshaped themselves into a vision of their perfect selves, instruments of annihilation ideally suited to fell gods and their divine works. In battle, an asurendra does its best to destroy all enemies, taking a moment to ensure death when any foe falls. Asurendras enjoy eating the bodies of fallen foes, and some can even use the flesh and bone of those they consume to create new asuras to serve them.

BLASPHEMOUS SAGES
Each asurendra follows its own bliss toward a specific method of vengeance against the divine. Like philosophers dispensing wisdom, they teach their ways to others so that more asuras might ascend into perfection. Listed here are some ideas of the vile ways asurendras might use their “enlightened” hatred.
Death: All living things can die. Instead of war, an asurendra can focus on the aftermath of war. Such an asurendra replaces quickened baleful polymorph with quickened slay living and quickened blade barrier with quickened circle of death. Its spirit blades deal negative energy damage, not force damage, and can thus be used to heal allied undead creatures as easily as they can serve as weapons against the living.
Sacrilege: Blasphemy is joy to any asura, but truly impious asurendras learn talents that mimic divine miracles. Cults to these asurendras, which almost always seem benevolent on first glance, turn people from the worship of real deities. These asurendras do not possess a spirit blade special attack, but can use miracle as a spell-like ability once per day as long as the miracle granted is in keeping with their blasphemous design.
Shaping: Some asurendras like to remake what the gods have created. Nothing escapes a shaper’s vision, and its enemies find their bodies, minds, and souls are like clay in a shaper’s hands. An asurendra sage of shaping lacks a spirit blade special attack, but gains the following special ability.
Create Asura (Su): As a full-round action, an asurendra can turn a creature that it has eaten within the last 24 hours into a tripurasura that it then excretes into existence. Such tripurasuras remain loyal to the asurendra that created them as long as they remain tripurasuras. If an asurendra has enough tripurasuras at hand, it can consume them as well and transform them into more powerful asuras using this ability. An asurendra can transform any tripurasuras it has eaten within the last 24 hours into a number of Hit Dice worth of other asuras equal to the number of tripurasuras it has consumed. An asurendra can create as many tripurasuras as it wishes with this ability, but can only create more powerful asuras by combining multiple tripurasuras once per day. An asurendra cannot create another asurendra with this ability. A newly formed asura considers the asurendra to be its master. Not all of a creature’s soul is consumed when it is used to create a tripurasura—beings swallowed and used to create asuras in this manner are dead, but can be restored to life as normal.

CR 20 XP 307,200
LE
Huge outsider (asura, evil, extraplanar, lawful)
Init +12; Senses all-around vision, darkvision 60 ft., low-light vision, scent, true seeing; Perception +34
Aura dimensional lock (20 ft., enemies only), elusive (100 ft.)
DEFENSE
AC
35, touch 25, flat-footed 26 (+5 deflection, +8 Dex, +1 dodge, +3 insight, +10 natural, –2 size)
hp 385 (22d10+264); regeneration 10 (good weapons, good spells)
Fort +25, Ref +17, Will +20; +2 vs. enchantment spells
DR 15/chaotic and good; Immune curse effects, disease, flanking, poison, polymorph; Resist acid 10, electricity 10; SR 31
OFFENSE
Speed
50 ft., climb 50 ft., fly 50 ft. (perfect), swim 50 ft.
Melee bite +33 (2d6+13 plus grab and poison), 6 claws +33 (2d6+13 plus curse)
Space 15 ft.; Reach 15 ft.
Special Attacks curse of false wisdom, spirit blades (+29, 3d6+7/19–20), swallow whole (4d6+19 bludgeoning plus 4d8+12 acid damage, AC 15, 38 hp)
Spell-Like Abilities (CL 20th; concentration +30)
Constant—dimensional lock (enemies only), freedom of movement, tongues, true seeing
At will—death knell (DC 22), greater dispel magic, greater scrying, greater teleport (self plus 50 lbs. of objects only)
3/day—quickened baleful polymorph (DC 25), quickened blade barrier (DC 26), blasphemy (DC 27), quickened death knell (DC 22), deeper darkness, demand (DC 28)
1/day—power word stun, summon (level 9, any 1 CR 19 or lower asura 100%), time stop
STATISTICS
Str
36, Dex 26, Con 34, Int 25, Wis 25, Cha 31
Base Atk +22; CMB +37 (+41 grapple); CMD 64
Feats Awesome Blow, Cleave, Combat Reflexes, Critical Focus, Deflect Arrows, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Lightning Reflexes, Mobility, Power Attack, Quicken Spell-Like Ability (baleful polymorph, blade barrier, death knell), Snatch Arrows, Spring Attack
Skills Acrobatics +31 (+39 when jumping), Bluff +33, Climb +21, Diplomacy +30, Escape Artist +14, Fly +35, Intimidate +33, Knowledge (arcana) +27, Knowledge (history) +13, Knowledge (planes) +30, Knowledge (religion) +27, Perception +34, Perform (dance) +33, Sense Motive +30, Spellcraft +27, Stealth +23, Swim +21, Use Magic Device +30
Racial Modifiers +6 Escape Artist, +4 Perception
Languages Common, Infernal; tongues, telepathy 100 ft.
ECOLOGY
Environment
any (Hell)
Organization solitary or pair
Treasure double
SPECIAL ABILITIES
Curse of False Wisdom (Su)
Claw—contact; save Will DC 31; frequency 1 day; effect 1d6 Wis drain.
Poison (Ex) Bite—injury; save Fort DC 33; frequency 1/round for 6 rounds; effect 1d6 Con; cure 2 consecutive saves.
Spirit Blades (Su) As a swift action, an asurendra can call forth up to six longsword-shaped force effects that float near the asurendra until directed. The asurendra can use a standard action to direct one blade to attack a target up to a distance of 50 feet away, or use a full-attack action to cause all six blades to attack up to six different targets up to a distance of 50 feet away, each to a different location if desired. Once an asurendra directs a spirit blade to attack a foe, the blade continues to make a single attack against that foe each round on the asurendra’s turn until directed otherwise by the asurendra and as long as the foe remains within 50 feet of the asurendra. As a move action, the asurendra can direct all currently attacking blades to switch targets to new foes within 50 feet. These weapons attack using the asurendra’s base attack bonus modified by its Wisdom modifier (+29 for most asurendras), and deal 3d6 points of damage plus an amount of force damage equal to the asurendra’s Wisdom modifier (3d6+7 for most asurendras). Physical attacks do no affect these blades, but disintegrate, a sphere of annihilation, or a rod of cancellation (touch AC 25) causes them to vanish. If a spirit blade’s target dies or moves beyond a 50-foot range and the asurendra does not retarget that blade by the end of its turn, the blade vanishes. Likewise, any blades that are not within 50 feet of the asurendra at the end of its turn also vanish.