Demon

The statistics block below contains details for more than one type of demon. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Alkilith ⬇️
Medium Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Blood Fiend ⬇️
Large Undead (Extraplanar)
Klurichir ⬇️
Huge Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Maurezhi ⬇️
Medium Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Myrmyxicus ⬇️
Huge Outsider (Aquatic, Chaotic, Evil, Extraplanar, Tanar’ri)
Skulvyn ⬇️
Large Outsider (Aquatic, Chaotic, Evil, Extraplanar)
Wastrilith ⬇️
Huge Outsider (Aquatic, Chaotic, Evil, Extraplanar)
Hit Dice: 11d8+33 (82 hp) 12d12 (78 hp) 20d8+120 (210 hp) 5d8+5 (27 hp) 18d8+126 (207 hp) 4d8+8 (26 hp) 15d8+60 (127 hp)
Initiative: +7 +6 +2 +2 +2 +3 +8
Speed: 40 ft. (8 squares) 40 ft. (8 squares), fly 80 ft. (perfect) 50 ft. (10 squares), fly 90 ft. (poor) 40 ft. (8 squares) 20 ft. (4 squares), fly 40 ft. (poor), swim 60 ft. 10 ft. (2 squares), swim 50 ft. 30 ft. (6 squares), swim 80 ft.
Armor Class: 23 (+7 Dex, +6 natural), touch 17, flat-footed 16 31 (–⁠1 size, +2 Dex, +20 natural) touch 11, flat-footed 29 34 (–⁠2 size, +2 Dex, +24 natural), touch 10, flat-footed 32 15 (+2 Dex, +3 natural) touch 12, flat-footed 13 33 (–⁠2 size, +2 Dex, +18 natural, +5 profane), touch 15, flat-footed 31 18 (–⁠1 size, +3 Dex, +6 natural), touch 12, flat-footed 15 25 (–⁠2 size, +4 Dex, +13 natural), touch 12, flat-footed 21
Base Attack/Grapple: +11/+14 +6/+18 +20/+37 +5/+7 +18/+37 +4/+12 +15/+32
Attack: Slam +19 melee (1d8+3 plus acid) Claw +13 melee (1d6+8 plus energy drain) Battleaxe +3 +30 melee (2d8+12/19–20/×3) Bite +7 melee (1d6+2 plus paralysis) Unholy scythe +3 +27 melee (2d6+14/19–20/×4), or bite +25 melee (2d8+5) Bite +7 melee (1d8+4), or tail lash +7 melee (1d4+4 plus wounding) Bite +22 melee (2d6+9)
Full Attack: 4 slams +19 melee (1d8+3 plus acid) 4 claws +13 melee (1d6+8 plus energy drain) and bite +8 melee (1d8+4 plus blood drain) Battleaxe +3 +30/+25/+20/+15 melee (2d8+12/19–20/×3), or 2 pincers +25 melee (2d6+4) and spines +20 ranged (2d4+4 plus poison) Bite +7 melee (1d6+2 plus paralysis) and 2 claws +5 melee (1d4+1 plus paralysis) Unholy scythe +3 +27/+22/+17/+12 melee (2d6+14/19–20/×4) and 3 unholy scythes +3 +22 melee (2d6+8/19–20/×4), or bite +25 melee (2d8+5) and tail +25 melee (1d8+5) and 6 tentacles +25 melee (1d6+5) Bite +7 melee (1d8+4) and 2 claws +5 melee (1d6+2), or 4 tail lashes +7 melee (1d4+4 plus wounding) Bite +22 melee (2d6+9) and 2 claws +17 melee (2d4+4)
Space/Reach: 5 ft./5 ft. 10 ft./10 ft. 15 ft./15 ft. 5 ft./5 ft. 15 ft./15 ft. 10 ft./10 ft. 15 ft./15 ft.
Special Attacks: Acid, cloudkill form, spell-like abilities, summon tanar’ri Blood drain, domination, energy drain, spell-like abilities Fear aura, improved grab, poison, rend 2d6+13, spell-like abilities, spells, summon tanar’ri, vorpal pincers 2d6+13 Consume, paralysis, pounce, spell-like abilities Breath weapon, Charisma drain, constrict 1d6+5, improved grab, spell-like abilities, summon tanar’ri Slow aura, wounding Breath weapon, spell-like abilities
Special Qualities: Amorphous, command ooze, damage reduction 15/good, darkvision 60 ft., immunities, outsider traits, spell resistance 23, tanar’ri traits Alternate form, create spawn, damage reduction 15/good, darkvision 60 ft., fast healing 5, gaseous form, immunity to electricity, resistance to acid, cold, and fire 20, spell resistance 24, turn resistance +6, undead traits Damage reduction 20/good and cold iron, darkvision 60 ft., outsider traits, see invisibility, spell resistance 36, tanar’ri traits Assume shape, damage reduction 10/good, darkvision 60 ft., outsider traits, spell resistance 19, summon creatures, tanar’ri traits Damage reduction 15/good and cold iron, darkvision 60 ft., infuse scythe, outsider traits, spell resistance 30, tanar’ri traits, unholy ichor Damage reduction 5/good, darkvision 60 ft., outsider traits, spell resistance 12, scent Break summoning, darkvision 60 ft., immunity to cold and water, outsider traits, spell resistance 20, telepathy 100 ft., vulnerability to fire, water mastery
Saves: Fort +10, Ref +14, Will +10 Fort +4, Ref +8, Will +13 Fort +18, Ref +14, Will +15 Fort +5, Ref +6, Will +5 Fort +18, Ref +13, Will +18 Fort +6, Ref +7, Will +3 Fort +13, Ref +15, Will +12
Abilities: Str 16, Dex 25, Con 16, Int 14, Wis 17, Cha 15 Str 26, Dex 15, Con —, Int 17, Wis 20, Cha 21 Str 29, Dex 15, Con 22, Int 20, Wis 16, Cha 23 Str 14, Dex 15, Con 12, Int 9, Wis 12, Cha 17 Str 33, Dex 15, Con 24, Int 22, Wis 24, Cha 21 Str 18, Dex 16, Con 15, Int 5, Wis 8, Cha 11 Str 29, Dex 18, Con 19, Int 14, Wis 12, Cha 19
Skills: Bluff +16, Concentration +17, Diplomacy +20, Disguise +2 (+4 acting), Escape Artist +21, Hide +21, Intimidate +18, Listen +19, Move Silently +21, Sense Motive +17, Spot +19, Survival +3 (+5 following tracks), Use Rope +7 (+9 binding) Concentration +20, Diplomacy +7, Hide +17, Listen +20, Move Silently +17, Search +19, Sense Motive +20, Spot +20, Survival +5 (+7 following tracks); racial bonuses Bluff +29, Concentration +29, Diplomacy +33, Disguise +6 (+8 acting), Hide +25, Intimidate +31, Knowledge (any two) +28 each, Listen +27, Move Silently +25, Search +28, Sense Motive +27, Spellcraft +28, Spot +27, Survival +4 (+6 following tracks); racial bonuses Bluff +11, Diplomacy +5, Disguise +11 (+13 acting), Hide +10, Intimidate +5, Jump +18, Listen +11, Move Silently +10, Spot +11; racial bonuses Bluff +26, Concentration +29, Diplomacy +30, Disguise +5 (+7 acting), Hide +15, Intimidate +28, Knowledge (arcana) +27, Knowledge (religion) +27, Knowledge (the planes) +27, Listen +30, Search +27, Sense Motive +28, Spellcraft +29, Spot +30, Survival +7 (+9 following tracks or on other planes), Swim +40; racial bonuses Hide –⁠1, Listen +6, Move Silently +10, Spot +6, Swim +19; racial bonuses Bluff +18, Concentration +18, Diplomacy +20, Disguise +4 (+6 acting), Escape Artist +18, Hide +10, Intimidate +28, Knowledge (arcana) +15, Knowledge (the planes) +15, Listen +15, Move Silently +18, Spellcraft +18, Spot +15, Survival +1 (+3 on other planes), Swim +31, Use Rope +4 (+6 binding); racial bonuses
Feats: Alertness, Combat Reflexes, Weapon Finesse, Weapon Focus (slam) Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility Cleave, Great Cleave, Improved Critical (vorpal pincers), Improved Critical (battleaxe), Multiattack, Multiweapon Fighting, Power Attack Alertness, Multiattack Alertness, Cleave, Improved Critical (scythe), Multiattack, Multiweapon Fighting, Power Attack, Weapon Focus (scythe) Combat Reflexes, Multiattack Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility
Environment: Any land and underground (Abyss) Any land and underground (Abyss) Any land and underground (Abyss) Any land and underground (Abyss) Any water (Abyss) Any water (Abyss) Any aquatic (Abyss)
Organization: Solitary or gang (2–4) Solitary, pair, or gang (3–5) Solitary, group (2–3), or troupe (1 klurichir plus 2 balors, 2–3 mariliths, and 3–5 nalfeshnees) Solitary, pair, or pack (3–5) Solitary Solitary or school (2–12) Solitary
Challenge Rating: 14 14 25 9 21 4 17
Treasure: Standard Standard Standard coins, double goods, double items Standard, plus consumed characters’ gear Standard coins, double goods, standard items None Double standard
Alignment: Always chaotic evil Always chaotic evil Always chaotic evil Always chaotic evil Always chaotic evil Always chaotic evil Always chaotic evil
Advancement: 12–22 HD (Large), 23–33 HD (Huge), 34–44 HD (Gargantuan), 45+ HD (Colossal) 13–18 HD (Large); 19–36 HD (Huge) 21–30 HD (Huge); 31–60 HD (Gargantuan) See Consume 19–25 HD (Huge); 26–48 (Gargantuan); 49–54 (Colossal) 5–12 HD (Large) 16–21 HD (Huge); 22–45 HD (Gargantuan)
Level Adjustment:

AlkilithBlood FiendKlurichirMaurezhiMyrmyxicusSkulvynWastrilith

The Abyss holds an incredible diversity of demons. These evil denizens come in many forms with varied abilities. These creatures fight and manipulate each other, each striving for personal autonomy even as they seek to subjugate others. When not in conflict among themselves, demons battle various forces of good as well as the lawful evil inhabitants of the Nine Hells.

The largest and most diverse group of demons is the tanar’ri, unchallenged masters of the Abyss.

Combat

Demons enjoy combat. Those with spell-like abilities often use them from a distance. Many demons can create darkness, so they frequently do so before joining melee.

Alkilith ⬆️

Even among demons there are those that disgust and terrify; the alkilith is one of these. A shapeless horror used by demon lords for missions in regions most demons would hesitate to venture into, the alkilith is despised and feared by most other demons. Alkiliths thrive in the foulest and most inhospitable places in the Abyss. They are pollution and corruption made sentient and hatefully alive.

An alkilith appears as a shivering blob of phosphorescent green corruption surrounded by a cracked, leathery coating that constantly oozes, secretes, hardens, and splits open. Dark, swollen eyeglobules dot the surface of its body. Though alkiliths are at least as large as a human, they can shape their amorphous bodies to fit through cracks as small as 1 inch wide.

Combat

Despite their gelatinous shape, alkiliths can move at a respectable speed. They can attack up to four times a round with pseudopods of acidic slime. These hideous creatures take great pleasure in corrupting and polluting their environs, and they have been known to ignore attackers for a chance to corrupt a pool of fresh water. There seems to be no upper limit to an alkilith’s size; planar travelers tell stories of alkiliths the size of lakes in the deepest reaches of the Abyss.

Acid (Su): Anyone struck by an alkilith’s pseudopod must make a Fortitude save (DC 18) or take an additional 1d6 points of acid damage in the current round and each of the next 1d6 rounds. Additionally, each time a character fails a Fortitude save against this attack, one of his items is put at danger as if he had rolled a natural 1 on his saving throw (see Items Surviving after a Saving Throw in Chapter 10 of the Player’s Handbook).

Cloudkill Form (Su): As a full-round action, an alkilith can assume the form of a cloud of noxious green vapor. The alkilith is gaseous (as if it were the target of a gaseous form spell) in this form, and anyone inside the cloud suffers as if from a cloudkill spell. Returning to its solid form is a full-round action. Caster level 11th; save DC 17 (also see cloudkill spell description).

Spell-Like Abilities: At will⁠—​contagion, desecrate, detect magic, dispel magic, enervation, greater teleport (self plus maximum load of objects only), hold monster, magic circle against good, stinking cloud, wall of ice; 3/day⁠—​cone of cold, unholy blight. Caster level 11th; save DC 17 + spell level.

Amorphous (Ex): An alkilith is not subject to flanking or critical hits. It is immune to poison, sleep, paralysis, stunning, and polymorphing.

Command Ooze (Sp): An alkilith can control the actions of any ooze within 60 feet as a free action. The ooze is allowed a Will save (DC 17) to resist.

Immunities (Ex): Alkiliths are immune to acid and to harmful gases such as the effect of a stinking cloud spell and the stench ability of a monster. They only take half damage from bludgeoning weapons.

Summon Tanar’ri (Sp): Once per day, an alkilith may attempt to summon 1 hezrou with a 50% chance of success (result of 51–100 on d%).

Alkiliths and Book of Vile Darkness

If you are using Book of Vile Darkness in your campaign, alkiliths serve the demon lord Juiblex. Characters with the thrall of Juiblex prestige class can summon an alkilith using the summon major demon ability they gain at 9th level, even though the alkilith has one more HD than normally allowed for the use of that ability.

Blood Fiend ⬆️

Blood fiends create more blood fiends from other demons in a manner similar to the way vampires create more vampires from humanoids. Their gaze can sap the will of mortals.

A blood fiend is an ogre-sized demonic creature that stands about 9 feet tall. Its thick, scaly hide is a deep purple color, almost black. Each of its four strong arms ends in a humanlike hand, each finger of which is tipped with a claw. A blood fiend has glowing red eyes and a wolflike muzzle lined with sharp teeth that seem too large to fit in its mouth.

Blood fiends speak Abyssal.

Combat

A blood fiend lacks the subtlety of an ordinary vampire. It does not hesitate to wade into melee with its four claws and vicious bite.

Blood Drain (Su): A blood fiend sucks blood from living victims when it hits with its bite attack. Each successful bite attack deals 1d4 points of Constitution drain.

Domination (Su): Like a vampire, a blood fiend can crush an opponent’s will by looking into its eyes. This attack functions like a gaze attack, except that it is a standard action, and creatures merely looking at the blood fiend are not affected. Any creature within 30 feet that the blood fiend targets for the attack falls instantly under its influence as though by a dominate monster spell (caster level 18th; Will save DC 21).

Energy Drain (Su): Any living creature hit by a blood fiend’s claw attack must succeed on a Fortitude saving throw (DC 21) or gain one negative level. For each negative level bestowed, the blood fiend heals 5 points of damage. If the amount of healing is more than the damage the creature has taken, it gains any excess as temporary hit points. If the negative level has not been removed (with a spell such as restoration) before 24 hours have passed, the afflicted opponent must succeed on a Fortitude save (DC 21) to remove it. Failure means the opponent’s level (or Hit Dice) is reduced by one.

Spell-Like Abilities: At will⁠—​detect good, detect magic, greater teleport (self plus maximum load of objects only); 3/day⁠—​chaos hammer, darkness, unholy blight; 1/day⁠—​blasphemy, desecrate. Caster level 18th; save DC 15 + spell level.

Alternate Form (Su): A blood fiend can assume the shape of a regular or fiendish dire bat, a dire wolf, a howler, or a nightmare as a standard action. The creature can remain in the assumed form indefinitely. See Alternate Form.

Create Spawn (Su): An outsider of the evil subtype slain by a blood fiend’s energy drain attack (negative levels equal to current Hit Dice, or drained below 1st level) rises as a blood fiend 1d4 days after death. The new blood fiend does not have any of the abilities it had in life.

Fast Healing (Ex): A blood fiend heals 5 points of damage per round so long as it has at least 1 hit point. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a blood fiend to regrow or reattach lost body parts. If reduced to 0 hit points or lower, a blood fiend automatically assumes gaseous form and attempts to escape. Its fast healing begins as soon as it has rested anywhere (it is not limited to a coffin) for 1 hour. A dismissal, dispel evil, banishment, dictum, or holy word spell cast on it while its current hit points are below 1 destroys it utterly.

Gaseous Form (Su): At will, a blood fiend can assume gaseous form as a standard action. This ability functions like the gaseous form spell (caster level 5th), except that the blood fiend can remain gaseous indefinitely and has a fly speed of 20 feet (perfect).

Skills: A blood fiend has a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

Klurichir ⬆️

It takes something truly horrifying to frighten the greater demons of the Abyss. If balors do have nightmares, they can probably be attributed to the klurichirs. Some demons say these creatures serve as generals under the greatest Abyssal lords. Whether that is true or not, the sight of a klurichir sends most demons scurrying for cover.

A klurichir stands 30 feet tall. Its broadly muscled body is covered in skin of the blackened color normally associated with a corpse that dies due to extreme cold. Monstrous, red batlike wings flare from its back, and its four arms constantly twitch and flex as if seeking fresh prey to crush and destroy. Its face resembles a cross between a mule and a snarling orc, and spines cover its face, neck, and upper shoulders.

The creature’s most hideous feature is located in the middle of its abdomen: a large, gaping mouth filled with a slobbering tongue and rows of blunt, powerful, grinding teeth. Just above this obscene maw sits a pair of massive, sharp pincers the size of large scythe blades. At rest, the pincers slowly open and close, while the mouth rests partially open, a slow trickle of drool leaking from its slack lips. In battle, the pincers twitch and snap in time with the klurichir’s movements, while the drooling mouth in the creature’s abdomen slavers, smacks, and occasionally howls.

Klurichirs usually only appear when an Abyssal lord has developed a personal interest in some task and wants to ensure its completion. Totally secure in their power, klurichirs do not hesitate to boss weaker demons around⁠—​even balors that moved too slowly have been known to experience the bite of a klurichir’s axe.

Klurichir speak Abyssal, Common, Celestial, Draconic, Ignan, and Undercommon.

Combat

Klurichirs are brilliant tacticians. They prefer to let the demons accompanying them enter melee while they remain at the rear casting defensive spells and using their more powerful spell-like abilities. If pressed into melee, they wade into combat with their magic battleaxes, occasionally launching a volley of spines. If one manages to grab a foe in its lower, nonaxe-wielding hands, it holds the victim close to its chest, so its vorpal pincers can hack at the victim’s head. If a klurichir succeeds in lopping the head from an opponent with its pincers, it stuffs the head and body into the grinding mouth below without missing a beat in the flow of battle.

Fear Aura (Su): As a free action, a klurichir can produce a fear effect. This ability functions like a fear spell (caster level 20th; save DC 24), except that it affects all creatures within a 30-foot radius around the klurichir. Any creature that makes a saving throw against the effect cannot be affected again by that klurichir’s fear aura for one day.

Improved Grab (Ex): If a klurichir hits an opponent that is at least one size category smaller than itself with a pincer attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +37). If it gets a hold, it draws the grappled character toward its vorpal pincers and its mouth, where it can immediately attempt to attack the opponent with its vorpal pincers attack (at a +25 attack bonus). Thereafter, the klurichir can simply use its pincer to hold the opponent, taking no penalty on its grapple checks and not considered grappled itself. Each successful grapple check it makes during successive rounds automatically deals pincer damage and allows it to make a vorpal pincers attack and a bite attack on the victim.

Normally, a creature engaged in a grapple that does not want to be considered grappled must take a –⁠20 penalty on its grapple check. But the klurichir, while grappling with its pincers, is never considered grappled. It can conduct grapple attacks with its pincers normally without taking any penalties on other attacks, and it need not take the –⁠20 penalty on grapple checks to be considered not grappling.

Poison (Ex): A klurichir delivers its poison (Fort DC 26 negates) with each successful spine attack. Initial and secondary damage are the same (2d4 Str).

Rend (Ex): If a klurichir hits a single target with both pincers, it latches onto the opponent’s body and tears the flesh. This attack deals 2d6+13 points of damage. It typically uses this ability only against Huge and larger creatures, which it cannot grab.

Spell-Like Abilities: At will⁠—​blasphemy, deeper darkness, desecrate, detect good, detect law, dispel good, fear, greater dispel magic, greater teleport (self plus maximum load of objects only), magic circle against good, mass charm monster, mass suggestion, pyrotechnics, read magic, symbol (any), telekinesis, tongues (self only), unhallow, unholy aura, unholy blight, and wall of fire; 3/day⁠—​destruction, enervation, fire storm, implosion, slay living. Caster level 20th; save DC 16 + spell level.

Spells: A klurichir can cast arcane spells as a 10th-level sorcerer (spells/day 6/8/8/7/6/4; spells known 9/5/4/3/ 2/1; save DC 16 + spell level). Klurichirs prefer abjuration and evocation spells above others. A typical spells known list: 0⁠—​arcane mark, daze, disrupt undead, flare, mage hand, open/close, prestidigitation, ray of frost, resistance; 1st⁠—​mage armor, magic missile, shield, shocking grasp, sleep; 2nd⁠—​acid arrow, bear’s endurance, flaming sphere, protection from arrows; 3rd⁠—​fireball, haste, protection from energy; 4th⁠—​ice storm, stoneskin; 5th⁠—​dismissal.

Summon Tanar’ri (Sp): Once per day a klurichir can automatically summon 4d10 quasits, 1d6 hezrou, 2 nalfeshnees, 2 glabrezus, 2 mariliths, or 2 balors (klurichir’s choice).

Vorpal Pincers (Su): A klurichir can make a vorpal pincers attack against an opponent grappled in its pincers, once each round, if it makes a successful grapple check. Its vorpal pincers have an attack bonus of +25 and deal 2d6+13 points of damage with a successful attack. The pincers threaten a critical hit on a natural attack roll of 18–20 (including both their natural sharpness and the demon’s Improved Critical feat). On a successful critical hit, the pincers sever the opponent’s head from its body. Some creatures, such as many aberrations and most oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads, but most creatures die when their heads are cut off.

See Invisibility (Su): This ability functions like a see invisibility spell, except that it is always active and its range extends to the limit of the klurichir’s vision.

Skills: Klurichirs have a +8 racial bonus on Intimidate and Sense Motive checks and a +4 racial bonus on Move Silently checks.

Klurichirs and the Epic Level Handbook

If you are using the Epic Level Handbook in your game, you can replace a klurichir’s Cleave feat with the Multiweapon Rend epic feat.

Maurezhi ⬆️

Maurezhis are hideous demons that feed on corpses. Unlike common ghouls, they can assume the forms of humanoid creatures they consume.

In its natural form, a maurezhi strongly resembles an ordinary ghoul. Its hunched and gaunt body has the pallor of death. Its ears are long and pointed, and its mouth is full of serrated teeth for rending flesh. Its elongated fingers end in wicked claws, and its muscular legs, which resemble those of a big cat, allows it to run quickly and pounce on its prey.

Maurezhis speak Abyssal. When a maurezhi assumes another creature’s form, it can speak any language that creature could speak. Like other tanar’ri, maurezhis can also communicate telepathically.

Combat

In its natural form, a maurezhi pounces on its prey and tears the flesh with its claws and teeth. It fights in a consumed creature’s guise only if it wishes to maintain that disguise or if it can gain some clear advantage by doing so.

Consume (Ex): When a maurezhi slays a sentient living creature (Int 3 or higher) and consumes the body, it gains additional power from this grisly food. It must begin eating the corpse within 10 minutes of its death and requires 30 minutes to complete the consumption. If the maurezhi is interrupted during this process, it can’t completely consume the corpse or gain the benefits.

A creature that has been consumed by a maurezhi cannot be restored to life through any form of raising or resurrection that requires part of the corpse. A wish, miracle, or true resurrection spell can restore a consumed victim to life, but there is a 50% chance that even such powerful magic will fail.

There is no limit to the number of corpses a maurezhi can consume in this fashion, but it only advances (see below) by devouring the corpses of humanoids whose Hit Dice or levels are at least half its current Hit Dice. For example, a maurezhi of 13 Hit Dice can only advance by devouring the corpse of a character of at least 7th level.

For each suitable humanoid corpse a maurezhi consumes, its Hit Dice, natural armor bonus, Strength, Intelligence, and base attack bonus each increase by +1. Its base saving throw bonuses improve according to its new Hit Dice. It gains additional skill points equal to 8 + its Intelligence modifier, and it spends these additional points on skills possessed by its victim (all of which are treated as class skills for the maurezhi). If the added Hit Die brings the maurezhi’s total HD to a multiple of four, it gains a new feat as well, which it can choose from among the feats its previous victims had, assuming that it meets the prerequisites. In addition, the maurezhi gains access to the memories of the creature it has consumed, can speak any language that creature knew, and can assume that creature’s form (see below).

The maurezhi can reach a maximum of 20 Hit Dice through advancement. Its damage reduction, spell resistance, and Challenge Rating improve based on its Hit Dice, as shown on the table below.

Maurezhi
Total HD
Damage
Reduction
Spell
Resistance
CR
5–710/good199
8–910/cold iron or good2010
10–1410/cold iron and good2111
15–1915/cold iron and good2212
2015/cold iron and good2313

Paralysis (Ex): Any creature hit by a maurezhi’s claw or bite attack must succeed on a Fortitude save (DC 10 + ½ maurezhi’s HD + maurezhi’s Con modifier) or be paralyzed for 1d6+4 minutes.

Spell-Like Abilities: Always active⁠—​deathwatch; at will⁠—​animate dead, blur, cause fear, chill touch, death knell, hold person, invisibility; 3/day⁠—​fear. Caster level equals Hit Dice; save DC 13 + spell level.

Assume Shape (Su): A maurezhi can take on the appearance of any humanoid creature whose corpse it has consumed. This ability function like the disguise self spell (DC 15, caster level 10th), except that the maurezhi can remain in the chosen form indefinitely. It can assume a new form or return to its own as a standard action.

Summon Creatures (Sp): This ability functions like a summon monster spell of the appropriate level, except that it has only a limited chance of success. Once per day, a maurezhi can summon 1d4 ghouls with a 100% chance of success, or 2d4 dretches with a 60% chance of success (result of 41–100 on d%). This works like the summon tanar’ri ability of other demons.

Skills: A maurezhi has a +8 racial bonus on Jump checks. When using its assume shape ability, a maurezhi receives an additional +12 circumstance bonus on Disguise checks (reflecting its access to the consumed form’s memories as well as its physical alteration).

Myrmyxicus ⬆️

The devastating and terrible myrmyxicuses are among the most powerful of the tanar’ri. They are feared and respected by most anything they encounter.

A myrmyxicus is a truly terrifying sight. Its greasy green body is eellike, measuring nearly 25 feet in length. A tall row of spines runs down its back, and the tip of its tail is adorned with a slavering lamprey mouth. The myrmyxicus has a powerfully muscled humanoid torso with four arms arranged symmetrically around the chest. Six octopoid tentacles are arranged in a similar manner around the creature’s waist, where its torso turns into its long eel-like tail. The head of a myrmyxicus resembles that of a prehistoric sea reptile, with a fanged snout and tiny black eyes, but with the addition of three pairs of curling horns like those of a ram.

The myrmyxicuses rule vast regions of the Abyssal oceans from floating citadels made of millions of tons of fish skeletons and razor-sharp shells and coral. They are their own masters, and they never serve any other creature for long. Many myrmyxicuses spend ages looking for ways to transport their floating citadels into the seas of other Abyssal layers or even other planes to expand their enslaved empires.

Combat

Unlike most powerful tanar’ri, the myrmyxicus does not have a huge array of spell-like powers to rely upon. Not that it needs such powers; in combat, few creatures can match the horrible fury of an enraged myrmyxicus. It spreads its attacks out among any creatures it can affect, only focusing its attacks on a single target in the rare case when it meets a creature that poses a challenge.

Breath Weapon (Su): Once per minute, a myrmyxicus can exhale a 40-foot cone of unholy black vapor. All creatures in this area must make a Reflex save (DC 26) or become nauseated. Good-aligned creatures take 10d6 points of unholy damage as well (this damage is halved if the Reflex save is successful). Each round beyond the first that a good-aligned victim remains in contact with the vapor, he automatically takes 5d6 points of unholy damage. The vapor remains in the area for 1d6 rounds before it dissipates.

Charisma Drain (Su): An individual struck by a myrmyxicus’s tail attack must make a Will save (DC 24) or permanently lose 1d6 points of Charisma (twice that amount on a critical hit). The myrmyxicus heals 5 points of damage (10 on a critical hit) whenever it drains Charisma, gaining any excess as temporary hit points.

Constrict (Ex): With a successful grapple check, a myrmyxicus can constrict a grabbed opponent, dealing 1d6+5 points of bludgeoning damage.

Improved Grab (Ex): If a myrmyxicus hits an opponent that is at least one size category smaller than itself with a tentacle attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +37). If it gets a hold, it also constricts on the same round. Thereafter, the myrmyxicus has the option to conduct the grapple normally, or simply use its tentacle to hold the opponent (–⁠20 penalty on grapple check, but the myrmyxicus is not considered grappled).

Spell-Like Abilities: At will⁠—​cause fear, charm person, charm monster, freedom of movement, greater teleport (self plus maximum load of objects only), telekinesis, true seeing; 3/day⁠—​control water, control weather, greater dispel magic, unholy aura, unholy blight. Caster level 18th; save DC 15 + spell level.

Summon Tanar’ri (Sp): Once per day, a myrmyxicus can attempt to summon either 2d6 skulvyns or 1 hezrou (myrmyxicus’s choice), with a 55% chance of success (result of 46–100 on d%).

Infuse Scythe (Su): A myrmyxicus can infuse any masterwork scythe it touches with unholy magical energies, transforming it into an unholy scythe +3 as long as the demon remains in physical contact with the scythe. A myrmyxicus may infuse up to four scythes at a time in this manner; most carry four huge masterwork scythes with them for this purpose. The act of infusing a scythe is a full-round action, and the myrmyxicus may only infuse one scythe at a time.

Unholy Ichor (Su): The thick, tarlike blood of a myrmyxicus sprays upon any creature that deals damage to the demon with a melee attack using a piercing or slashing weapon or natural weapon. A Reflex save (DC 26) allows the attacker to avoid the spray; otherwise he becomes nauseated for 1d4 rounds. Good-aligned creatures struck by this ichor who fail their saves take 2d6 points of unholy damage from the initial contact.

Skills: A myrmyxicus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10 on Swim checks, even if distracted or endangered.

Myrmyxicuses and the Epic Level Handbook

If you are using the Epic Level Handbook in your game, you can replace a myrmyxicus’s Cleave feat with the Multiweapon Rend epic feat.

Skulvyn ⬆️

The skulvyn is a bestial demon that haunts the reeking seas of the Abyss, constantly on the hunt for prey to torment and eat.

A skulvyn looks like a streamlined lizard with broad clawed feet that are almost flippers. Its head is snakelike in shape, with a wide jaw and bulging black eyes. It has four long tails that can propel it through the water at great speed; the razor-sharp spines on the tails make them terrible weapons as well.

The most disturbing aspect of a skulvyn may be its strange aura of magical energy that causes other creatures to move and react with agonizing slowness. Skulvyns use this aura to great advantage, remaining just out of reach of a slowed victim while he gradually bleeds to death.

Skulvyns speak Abyssal.

Combat

Skulvyns usually hunt in schools and concentrate all of their attacks on one target. They often swarm in to attack for a round, and then swim away to watch in glee as their victim bleeds to death from the numerous wounds.

Skulvyns can be summoned using a summon monster IV spell.

Slow Aura (Su): Living creatures that come within 30 feet of a skulvyn must make a Will save (DC 12) or become slowed for 4 rounds. Skulvyns are immune to this aura. A creature that makes a successful saving throw is immune to that particular skulvyn’s slow aura for one day. Creatures that come within range of a pack of skulvyns must make one saving throw for each skulvyn in the pack.

Wounding (Ex): Wounds resulting from a skulvyn’s tail lash attacks bleed for an additional 1 point of damage per round thereafter. Multiple wounds from such attacks result in cumulative bleeding loss (two wounds for 2 points of damage per round, and so on). The bleeding can be stopped only by a Heal check (DC 15) or the application of any cure spell or other healing spell.

Skills: Skulvyns have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10 on Swim checks, even if distracted or endangered. They also have a +8 racial bonus on Hide checks when in water.

Wastrilith ⬆️

Wastriliths are the terrible lords of the watery parts of the Lower Planes. Standoffish and isolated creatures, they rule their domain with an iron fist.

A wastrilith has the appearance of a leering eel with a humanoid torso. Its long, segmented body ends in a powerful tail. Its huge, bulging eyes never blink, and its mouth is full of needle-sharp teeth.

Bullying and arrogant, wastriliths enjoy intimidating other creatures into fealty. On the Material Plane, they build magnificent underwater palaces as bases of operation to terrorize shipping lanes and other aquatic races. They do not need to eat, but nevertheless relish in devouring the flesh of aquatic elves, merfolk, and other intelligent aquatic creatures. In addition to their murderous habits, they encourage evil beings to become pirates and marauders, providing what assistance they can.

Wastriliths speak Common, Abyssal, and Aquan.

Combat

Wastriliths prefer to send minions to do their fighting for them. They typically summon a host of water-based creatures to attack, and hurl their formidable spell-like abilities into the fray.

Wastriliths can be summoned using a summon monster IX spell.

Breath Weapon (Su): Cone of boiling water, 3d10 points of damage, 60 feet, every 1d4 rounds; Reflex DC 21 half.

Break Summoning (Ex): If summoned via a summon monster spell, a wastrilith can make an opposed Wisdom check to break free of the summoning. If it succeeds, it then goes on a rampage, attacking the summoner.

Spell-Like Abilities: At will⁠—​blasphemy, control water, deeper darkness, desecrate, detect good, detect law, fear, greater dispel magic, greater teleport (self plus 50 pounds of objects only), read magic, suggestion, telekinesis, tongues (self only), unhallow, unholy blight, wall of ice; 3/day⁠—​symbol (any), unholy aura. Caster level 15th; save DC 14 + spell level.

Three times per day, a wastrilith can cast summon monster IX as a 17th-level wizard. It can only summon aquatic and water-based creatures, such as fiendish sharks or squids and water elementals.

Immunity to Water (Ex): Wastriliths are immune to attacks that are based on water.

Water Mastery (Ex): A wastrilith gains a +1 bonus on its attack and damage rolls if its opponent is touching water.

Skills: Wastriliths have a +8 racial bonus on Intimidate checks. They have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10 on Swim checks, even if distracted or endangered.

Source: Fiend Folio, page 46. Changes applied as per the D&D® v.3.5 Accessory Update.